The voice: every game speaks in its own world
Conventions gain a section on in-game language: an image with every fact, the fact exact, unfolding effects told a turn at a time and naming the turn they end on, our own words rather than an older version's, and chronicle wording shipped without a rules revision. new-game.sh points at it, and the demo game's lines follow it. Born in Waving Hands' atmospheric chronicle. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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@@ -37,6 +37,8 @@ Next:
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and src/lib/components/Board.svelte with its board. Keep the tests green.
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2. Fill in the hall's pitch, tag and about panel (src/lib/components/Hall.svelte),
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the rules page, the guide, src/app.html's description, and the palette in src/app.css.
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Write every line a player reads in the game's own voice: an image with each
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fact (docs/conventions.md, "The voice").
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Add static/og.png (1200 by 630) and static/apple-touch-icon.png (180 by 180):
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app.html already points at them, and the static fallback serves the hall's
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HTML for a missing file, so a share card without the image breaks quietly.
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