Snake Changelog
Patch history for your local snake game.
Version 1.8.2
- Fixed mascot restart behavior: after game over, restarting now reliably returns mascot state to amused/default.
- Removed score-milestone (10/20) hype reaction trigger so showtime mascot no longer flashes during zoom/chill intro overlays.
- Bumped in-game and package versioning to 1.8.2.
Version 1.8.1
- Adjusted marquee mascot framing so the head sits higher in the slot and removes the visible empty gray top gap.
- Repositioned cabinet decals away from the gameplay/screen area to keep labels readable and non-overlapping.
- Mascot state behavior now persists for full special-effect duration (fast/slow) instead of brief flash-only swaps.
- Game-over mascot now remains offended until restart; it no longer snaps back after a short moment.
Version 1.8
- Sprint 1 visual redesign focused on machine-facing areas: screen well, status strip, and Tail Chop module.
- Screen well rebuilt with deeper recessed cavity treatment, thicker bezel hierarchy, stronger inner trim, and integrated glass feel.
- Overlay container styling inside the screen was tightened to feel more like machine interrupt panels and less like floating web modals.
- Status strip converted toward a single mounted score unit with one outer housing and four inset readout windows.
- Tail Chop rebuilt as a more segmented stunt hardware module with clearer top plate, recessed action plate, and dedicated LED/badge row cells.
Version 1.7
- Added a repeatable one-command deploy workflow with scripts for clean packaging and production publish.
- New `scripts/prepare-deploy.sh` now builds a minimal `snake-docs-deploy` folder from required runtime files only.
- New `scripts/deploy-prod.sh` now deploys to Netlify production using linked site metadata and auto message by game version.
- Updated `package.json` with `deploy:prepare` and `deploy:prod` scripts for consistent deployment from Codex.
- Updated `.gitignore` to include local Netlify helper dirs and `node_modules` for cleaner source hygiene.
Version 1.6
- Added the actual mascot image files (`snake-amused.png`, `snake-showtime.png`, `snake-offended.png`) into `assets/mascot/`.
- Enabled real marquee mascot rendering with image source swaps now fully working end-to-end at runtime.
Version 1.5
- Integrated marquee mascot as real image assets via dedicated `
` slot using `assets/mascot/` paths.
- Removed CSS-drawn mascot placeholder/face markup from the marquee and switched to source-driven state swapping.
- Added mascot state mapping in JS: amused for intro/rules/gameplay, showtime for hype/milestone events, offended for game over.
- Added lightweight mascot image preloading and state-specific image classes for smooth swaps.
- Created `assets/mascot/` directory for new mascot image files.
Version 1.4
- Added global all-time leaderboard panel to the cabinet HUD with name input, submit action, and top score list.
- Leaderboard now tracks final run score submissions only (unverified mode) after game over.
- Added EN/SK leaderboard copy and status states (loading, ready-to-submit, submitted, error).
- Integrated Netlify serverless API endpoints (`/api/submit-score`, `/api/leaderboard`) backed by Neon Postgres.
- Added project deploy config (`netlify.toml`), dependency manifest (`package.json`), and SQL schema helper (`leaderboard-schema.sql`).
Version 1.3
- Rebuilt the cabinet UI geometry to look like a physical tabletop arcade unit instead of flat app cards.
- Marquee upgraded into a thick housing with inner hot-pink plate, rivet screws, and larger integrated mascot head.
- Playfield rebuilt into a recessed double-bezel screen cavity with stronger inset depth, rivets, and glass reflection pass.
- Tail Chop converted to a bolted side hardware module with separate label plate, button block, LED lens, and badge plate.
- HUD converted into chunky score-window display units plus a dedicated cabinet instruction strip for controls/events.
- Overlay cards and in-canvas interrupt panels were upgraded to machine-panel styling while preserving gameplay logic.
Version 1.2
- Moved the active game build into a multi-file structure (`index.html`, `styles.css`, `game.js`) for cleaner future design updates.
- Applied a stronger Toxic Arcade visual system with neon cabinet shell, marquee, decals, and richer module/HUD contrast.
- Tail Chop now has full module state visuals with synced button state, LED status lamp, and bilingual state badge.
- Added short milestone status flashes at score 10/20/50 with EN/SK copy and lightweight tone styling.
- Added persistent cabinet mascot with expression states (idle, hyped, bonked) tied to gameplay moments.
- Enhanced snake head rendering with directional eyes and short reaction states for normal/fast/slow pickups and game over.
Version 1.1
- Major retro 80s arcade cabinet visual refresh with cohesive neon palette and themed UI variables.
- Refined bilingual copy (EN/SK) across HUD, start/rules flow, overlays, pause/game over, and Tail Chop messaging.
- Arcade cabinet styling added: title plate, decals, chunky controls, subtle scanline texture, and framed board atmosphere.
- Tail Chop button now has explicit visual states (locked/ready/used) with badge labels and state classes.
- Added lightweight score milestone overlays (10 and 20) and tiny pickup feedback text flashes.
- Snake head now has directional eyes and small personality cues while preserving gameplay mechanics.
Version 01.08
- Added start window on page load instead of immediate gameplay start.
- Added language selection with English and Slovak options (flag buttons).
- After language selection, game now shows a concise pre-game rules screen.
- Gameplay starts only after clicking Start on the rules screen.
- Localized HUD and in-game overlays for English and Slovak.
- Bumped in-game version label to 01.08.
Version 01.07
- Cut The Snake is now limited to one use per run, then it greys out.
- Using Cut The Snake now grants a permanent +5% speed boost for that run.
- Updated Cut The Snake tooltip and unlock overlay text to include the speed boost effect.
- Cut The Snake unlock overlay duration increased to 5 seconds.
- Bumped in-game version label to 01.07.
Version 01.06
- Renamed action button to "Cut The Snake".
- Button is now disabled and grey until score reaches 50.
- Added hover tooltip explaining button behavior and unlock condition.
- Added one-time 3-second overlay at score 50 explaining Cut The Snake unlock.
- Fast food score bonus increased from +3 to +5.
- Slow food now gives +3 score in addition to slow effect.
- Bumped in-game version label to 01.06.
Version 01.05
- Added a Booster button beside the playfield (top-left).
- Clicking Booster keeps score unchanged and cuts snake length in half.
- Bumped in-game version label to 01.05.
Version 01.04
- Improved control responsiveness with a 3-input direction buffer.
- Quick turn taps are now queued and applied on upcoming movement ticks.
- Direction buffering now validates against planned direction to prevent illegal immediate reversals.
- Lowered starting move interval from 120ms to 110ms for snappier early gameplay.
- Bumped in-game version label to 01.04.
Version 01.03
- First fast food is now guaranteed to spawn at score 10.
- First slow food is now guaranteed to spawn at score 20.
- After first guaranteed spawn of each type, previous spawn logic remains unchanged.
- Bumped in-game version label to 01.03.
Version 01.02
- Added first-time tutorial overlay for fast food and slow food.
- Game now auto-pauses for 3 seconds on first appearance of each special type.
- Overlay shows explainer text, a large icon for the food type, and a countdown timer.
- Intro overlays queue correctly if both special foods first appear close together.
- Bumped in-game version label to 01.02.
Version 01.01
- Added in-game timer to HUD.
- Added slow food with independent 10% spawn chance, 5s lifetime, and 15s 50% speed effect.
- Fast and slow foods now spawn independently and can exist together with normal food.
- Special foods disabled for first 15 normal food spawns.
- No same-category special spawn while its effect is active.
- Slow food now requires score >= 30 before it can spawn.
- Added bottom-right clickable version label linking to this changelog.
Version 01.00
- Added border wrap-around movement (no wall death).
- Added fast special food with +3 score and temporary speed boost.
- Added special food counters (eaten/spawned) in HUD.
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