AI 资讯
I gave an LLM agent write access to my cloud drive. Three bugs taught me how to constrain it.
I wanted a media library that knew the difference between what should exist and what does. Most automation I tried picked one side. Some tools search well and never track what you already have. Others move files and assume the move worked. I wanted the gap between those two things to be the thing the software acted on. So I built Mediary Scout . You name a movie or a show. An LLM agent searches your indexers, transfers the best match into your own cloud drive, then reads the drive back to confirm what landed and what is still missing. It runs self-hosted. You bring your own drive, your own model, your own metadata key. There are desktop builds for Mac and Windows if you just want to double-click and run it, and a read-only demo if you want to watch one acquisition play out first. The drives it speaks today happen to be Chinese cloud storage (115, Quark, GuangYaPan). That detail does not matter for the rest of this post. The part that took real work was different: handing an LLM tools that move and delete files, and stopping it from doing something dumb with them. Three bugs taught me most of what I now believe about that. The shape of the thing The web app does almost nothing interesting. It writes a row to a Postgres queue and returns. A long-running worker picks up the row and starts a sandboxed agent. The agent gets a small set of tools: search resources, transfer a candidate, list a directory, move files into a season folder, mark episodes as obtained. Every tool runs through a deterministic workflow that owns the actual side effect. The agent proposes. The workflow decides whether the proposal is allowed, performs it, and reads the world back. That split is the whole design. The model is the part I cannot fully predict, so it gets the smallest possible blast radius. The deterministic code around it holds every irreversible action and every check. When I violated that split, things broke. They broke in the order below. Bug 1: the agent searched sixteen times and
AI 资讯
I Built a Free Browser Gaming Platform – FizGame
🎮 I Built a Free Browser Gaming Platform – FizGame Over the past few weeks, I've been working on a side project called FizGame, a free browser gaming platform where anyone can instantly play HTML5 games without downloads or installations. 🌐 Website: FizGame Why I Built It I wanted to create a simple platform where players can: 🎮 Play instantly in their browser 🚫 No downloads or installations 📱 Play on both desktop and mobile ⚡ Fast loading experience Current Features Hundreds of HTML5 games Mobile-friendly design Instant game loading Categories like Puzzle, Action, Arcade, Racing, and Casual Search and game discovery Responsive UI Tech Stack PHP Symfony MySQL HTML5 Games JavaScript CSS Nginx Current Focus I'm currently working on: Better SEO Faster page speed AI-generated game descriptions Improved game recommendations Daily game publishing Social media automation Biggest Challenge One of the hardest parts isn't building the website—it's helping people discover it. I'm experimenting with: YouTube Shorts Instagram Reels Facebook Reels Pinterest Organic SEO If you've built a gaming website before, I'd love to hear what worked best for you. Feedback Welcome I'd appreciate any feedback on: UI/UX Performance Navigation SEO Features you'd like to see 🎮 Check it out: FizGame Thanks for reading! 🚀
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What Six Arguing AI Agents Taught Me About Building One That Actually Works
I broke my own project on purpose, twice, before it worked. Here's the story. Round one: the debate club My first idea for this hackathon sounded great in my head. Six AI agents, each with a "role" — security, architecture, performance, whatever — and they'd debate each other across multiple rounds before agreeing on a final answer. Like a mini panel of experts arguing it out. I built it. I ran it against some vulnerable test code. It came back with 127 findings. I got excited for about four minutes. Then I actually read them. Maybe three were real. The other 124 were the agents politely agreeing with each other about problems that didn't exist, or restating the same bug five different ways because five different agents happened to notice it. Precision was somewhere around 2%. Worse than a single model working alone. That stung a little, not going to lie. I'd spent days on the debate logic. Round two: quieter, and better So I ripped it apart. No more debate rounds. No more six agents shouting over each other. I went down to four, gave each one exactly one job, and — this is the part that actually fixed things — made them depend on each other in order instead of all firing at once. One agent maps out the code first. Two others use that map to look at security and quality separately. A last one compares what they found, throws out duplicates, and — importantly — actually checks the line numbers against the real file instead of trusting the AI's word for it. Same test file. This time: real vulnerabilities, correctly flagged, nothing made up. Point it at clean code afterward and it correctly said nothing was wrong, which honestly felt like a bigger win than finding the bugs did. The annoying lesson I wanted this project to feel impressive. More agents, more debate, more "look how sophisticated this is." What actually worked was the boring answer: fewer agents, clear roles, one checking the other's work instead of everyone talking at once. I named the final version Synod
开源项目
Congrats to the GitHub Finish-Up-A-Thon Challenge Winners!
We are so excited to finally announce the winners of the GitHub Finish-Up-A-Thon Challenge, our...
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hashdir: Summarizing Directories in a Cross-Platform Way
This is a submission for the GitHub Finish-Up-A-Thon Challenge What I Built Some time ago, I needed to calculate hashes of directory trees across multiple platforms and architectures. Many existing solutions were based on GNU find, but I quickly realized that this approach has a number of shortcomings. As a result, hashdir was born: a cross-platform tool that takes into account many of the quirks and edge cases involved in calculating directory hashes, including character encoding, path separators, path overlaps, symlinks, and more. For use cases involving directory structures that contain very large binary files, I also added support for the imohash algorithm, which can hash large files quickly while maintaining an acceptable error rate. Once it had solved my original problem, I decided to share it with the world. Demo A short demo, along with installation and usage instructions can be found in the repository . The Comeback Story To my pleasant surprise, people began engaging with hashdir in various ways. One user reached out to tell me they were using it in their work and requested additional features, while another packaged it for their own use. Their interest motivated me to expand the feature set, improve test coverage and continuous integration, and further strengthen the codebase's robustness and overall quality.
开源项目
Winner Announcement Delayed for the Github "Finish-Up-A-Thon" Challenge
Hey all, we have a quick update for everyone who participated in the Github "Finish-Up-A-Thon"...
AI 资讯
Pop Culture, Pride, and the Game Inspired by their Connection
This is a submission for the June Solstice Game Jam I've been in online queer communities for a long time, and one thing that's always stood out is the endearing obsession with pop culture. The artists, the music, the fashion, the references. Every form of art gets appreciated, deeply analyzed, and celebrated. Diva Academy is an attempt to reflect that energy and honor Pride month and the pop culture that comes with it. What I Built Diva Academy is a pop culture trivia adventure. You play as a fresh face entering a campus where the currency is knowledge. The questions cover everything from ballroom culture and drag history to Beyoncé's discography and the origins of the Pride flag. The game runs in sessions: NPCs challenge you to timed trivia battles. Reach your REP(utation) goal to win, or hit zero and you're out. Earned REP converts to permanent currency between sessions, making it a rogue-lite-lite-lite experience where you gradually get stronger even when you lose. The game is built with vanilla HTML5 Canvas, CSS, and JavaScript. It features: 6 explorable rooms 4 NPC tiers - Starlet , Diva , DJ , and Mother - each with distinct personalities and increasing difficulty A rival system where a recurring NPC named Vex Vivienne spawns across the map and hunts you down A permanent perk system where REP earned in each run converts to permanent currency for buying perks like Grace (forgive one wrong answer), Clutch (survive at 0 REP once), and Haste (extra time on the timer) A Spotlight mechanic - defeat a Diva-tier or higher NPC and you earn a one-time 1.5x REP buff for your next face-off Two minigames - Hangman (guess the pop star name) and Pop Connect (link two artists through a mathematically perfect, AI-grounded collaboration graph with look-ahead validation) The Turing Challenge - Archivist Alan tests your ability to distinguish real pop culture quotes from AI-generated fabrications A customization system that unlocks new dress and hair colors as you defeat NPCs An
AI 资讯
Archive — A Narrative Investigation Game About Curating Human History
This is a submission for the June Solstice Game Jam Archive — The Last Historian of Humanity What if history wasn't discovered... but selected? History is often treated as something permanent—something waiting to be uncovered. Archive asks a different question: What happens when humanity loses the ability to tell the difference between truth, memory, and fabrication? You play as the final Archivist after the collapse of civilization. Humanity's knowledge survives, but it has become fragmented, contradictory, and corrupted. Your responsibility is no longer to preserve everything—you must decide what deserves to be remembered. Every decision changes the civilization that will inherit your version of history. What I Built Archive is a narrative investigation game where players reconstruct humanity's past by examining historical memories, investigating evidence, resolving contradictions, and deciding what becomes official history. Unlike traditional mystery games, there is rarely a perfect answer. Instead, every investigation asks questions such as: Should conflicting memories be preserved? Is stability more important than truth? Can compassion justify rewriting history? If no one can verify the past, what does "truth" even mean? Each recovered memory is presented as a historical article. Players investigate through classified documents, research papers, witness testimonies, forensic reports, personal journals, and government archives before making irreversible decisions. Those decisions reshape the civilization that follows. By the end of the game, players don't simply receive a score—they discover the kind of society they created. Why It Fits the Theme The June Solstice represents a turning point. It is the moment when one season gives way to another, when light begins yielding to darkness, or darkness begins yielding to light. Archive explores a similar transition. Not between seasons... but between certainty and uncertainty. Human civilization reaches a moment where
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Heliograph — carry the light through the longest night, and finish a message a machine could never end
This is a submission for the June Solstice Game Jam Link to Game Home Page - here Link to Game Docs - here What I Built Heliograph is a short 2D solar-noir platformer. You are a courier who wakes with no memory on the summer solstice , the longest day of the year — the one day the sun is supposed to never quite die. A cracked handheld computer flickers on in your hand and tells you the truth: tonight the sun will set, and a relay station full of light has one unfinished message left to send before the dark. Sunlight is your battery and your map — it refills your light cell and reveals the route. Shadow hides you from the station's machines, but it slowly drains you, so you can never simply wait. Every screen is a negotiation between expose, charge, traverse, hide, decode. The core puzzle is a light relay . Most of the station is dark. Standing in a live sunbeam, you trip a relay that throws the light forward — a beam snaps to the next aperture, that beam comes alive, its cipher glyph becomes readable, and the chain continues until the final relay powers the exit terminal. You are literally carrying the light deeper into the ruin one beam at a time. Skip a relay and the road ahead stays dark and unsolvable. The jam theme is the solstice — light and darkness, and the passage of time. Heliograph is built entirely out of that tension: Light vs. darkness is the core mechanic, not a backdrop. Light is power, information, and danger at once; shadow is safety that costs you. The passage of time is the antagonist. The whole game is one long solstice day bleeding into night, and the message has to leave the station before dark. The station is a heliograph — a real Victorian device that sent Morse code by flashing sunlight off mirrors. Light is the message. There are no cutscene dumps. ACE, your handheld guide, narrates the opening, and after you decode each level's keyword — SUN → ARC → LUX → RAY — ACE decrypts one more fragment of the truth: why you're here, that you may not
AI 资讯
The Imitation Game: Most people think they can spot an AI. Are you sure?
This is a submission for the June Solstice Game Jam What I Built The Imitation Game The Imitation Game is a real-time multiplayer social deduction game inspired by Alan Turing's famous Imitation Game the thought experiment that eventually became known as the Turing Test. Most people believe they can easily tell the difference between an AI and a human. They assume AI is too perfect, too logical, too fast, or too obvious. The Imitation Game challenges that assumption. Players enter a live chat room convinced they'll spot the machine within minutes. Then conversations begin, suspicions form, accusations fly, and certainty starts to disappear. Was that awkward response written by a human, or an AI trying to sound human? Was that emotional story genuine, or generated? Was the player who stayed silent suspicious, or simply distracted? By the end of a match, players often discover that identifying an AI is far harder than they expected. The real question isn't whether the machine can fool people. It's whether people are as good at detecting machines as they think they are. Instead of a single human interrogating a machine, players are placed into a live chat room with other participants and asked a simple question: Can you identify which player is actually an AI? Hidden among the players is a Quanbit , a rogue artificial intelligence from the year 3026 . Its mission is simple: blend in, appear human, avoid suspicion, and survive. The challenge for human players is equally simple, but far more difficult in practice. They must carefully analyze conversations, voting patterns, response timing, and social behavior to determine who among them is secretly the machine. The game currently features two distinct modes, each designed around a different style of deception. Eyefold Eyefold is the purest form of the game's Turing Test experience. Players enter a room where one participant is secretly a Quanbit. Conversations unfold naturally, and everyone is free to discuss any topic.
AI 资讯
Chasing the Sun: Building a 3D AI-Powered Solstice Runner with React Three Fiber
My submission for the June Solstice Game Jam: A 3D endless runner where you chase the sun with React Three Fiber and the Gemini API.
AI 资讯
Solstice Arcade: Festival of Light
This is a submission for the June Solstice Game Jam Solstice Arcade: Festival of Light – Submission for June Solstice Game Jam 2026 Play Solstice Arcade Now! setuju / Solstice-Arcade-Festival-of-Light Game Solstice Arcade Solstice Arcade: Festival of Light A highly polished, multi-genre retro web game built for the June Solstice Game Jam 2026 . Experience interactive themes combining Solstice, Pride Month, Juneteenth, Alan Turing's cipher heritage, World Cup football soccer, and international Sushi Day. Collect all 14 Starlight Fragments , solve hidden ciphers, and challenge other operands in the global leaderboard! 🎮 Game Modes 1. Spectrum Architect (Solstice + Pride + Turing) Unravel ciphers using an interactive enigma-like rotor device. Experience high-fidelity color spectrum mappings where cryptography meets chromatic light calibration. Goal: Uncover 30 distinct color-clue riddles. 2. Solstice Sumo (Pride + World Cup) A hyper-fast physics canvas battle in a vibrant circle. Push your opponent out of bounds or secure celestial light balls. Goal: Outmaneuver opponents, maintain circular leverage, and trigger high-speed dashes. 3. Echoes of Galveston (Juneteenth + Rhythm) An interactive synchronized Web Audio beat-tapping rhythm game commemorating emancipation. High-density audio… View on GitHub 🎮 Game Description "Solstice Arcade: Festival of Light" is an interactive web experience celebrating humanity's diversity under the light of the longest day. Serving as an anthology of 5 mini-games, users solve puzzles and complete challenges honoring distinct cultural, historical, and mathematical milestones around the solstice, including Juneteenth, international sushi day, the World Cup, and Alan Turing's monumental contributions. ✨ Key Features 5 unique mini-games (Spectrum, Galveston, Sumo, ShadowChef, LongestSecond). Cinematic historical intros preceding each game mode. Hidden tasks & Starlight Fragments designed to reward exploratory interactions. Easter egg "The Shad
AI 资讯
What I Learned From DEV Challenges About Winning and Community!
I thought DEV Challenges were about winning. What participating in DEV Challenges taught me. A few months ago, I joined DEV. I didn't know many people. I wasn't well known. I simply wanted to become a better developer. Like many newcomers, I believed something very simple. "If I can win a challenge, maybe that means I'm becoming a real developer." So I kept participating. Sometimes I built retro games. Sometimes I experimented with AI. Sometimes I simply challenged myself to finish something before the deadline. Every challenge taught me something. Every badge made me smile. But after several months, I realized something unexpected. The biggest prize wasn't the badge. I started asking myself... What happens after the contest ends? The badge stays on my profile. The project goes to GitHub. Then... What's next? That question stayed with me for a long time. Then I realized something. I had been focusing on the contest. But the real value wasn't the contest. It was the community. Without DEV... I would never have discussed ideas with developers from around the world. I would never have received reactions from people I had admired. I would never have met developers with completely different ways of thinking. The challenge wasn't just building software. The challenge was becoming part of a community. Something I had rarely experienced before. Most communication happens inside companies. DEV felt different. It gave me a place to keep showing up. To keep learning. To keep improving. That matters more than I realized. The hardest part isn't building software. This surprised me. As I kept building apps, I realized something. Building an app is difficult. But building a place where people discover that app... is much harder. That's when I started appreciating communities like DEV even more. Someone had to build this place. Someone had to create a market where beginners and experienced developers could stand on the same stage. That's an incredible achievement. My goal changed.
产品设计
Turing's Mirror - A Game About the Question We Still Haven't Answered
This is a submission for the June Solstice Game Jam What I Built Turing's Mirror is a...
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TypeForge: Cracking the Code of Your Own Typing Mistakes
This is a submission for the June Solstice Game Jam TypeForge: Turing-Inspired Intelligent Typing Coach What I Built TypeForge is a premium typing coach aligned with Apple's Human Interface Guidelines, built to help typists build speed and accuracy through automated, localized error diagnostics. TypeForge analyzes keystroke performance to isolate specific character transitions that cause delay or accuracy drops, then generates custom, adaptive exercises targeting those weaknesses. Developed for the June Solstice Game Jam, the project celebrates the power of computing and accessibility by turning raw diagnostics into a personalized educational experience. The solstice theme represents the journey of transition: taking a typist from darkness, meaning slow, error-prone typing, into light, meaning fluid, expert flow. Video Demo Live Application https://typing-forge-six.vercel.app/ Code https://github.com/shogun444/typingforge Flowchart Architecture graph TD User([User Typer]) -->|Keystrokes| Trainer[Typing Trainer Core] Trainer -->|Log Errors| Zustand[Zustand Stores] Zustand -->|Query Key Stats| Heatmap[Mistake Heatmap] Zustand -->|Identify Weaknesses| Generator[Drill Generator] Generator -->|Focus Word Pools| Trainer Zustand -->|Calculate Performance| Drawer[Analysis Drawer] How I Built It The application was built using Next.js for structure and routing, Tailwind CSS for premium glassmorphism styling, and Zustand for highly responsive state management. Development was accelerated throughout using Google's agentic AI coding assistant, Antigravity. I focused on clean Apple HIG spacing, micro-interactions, responsive scaling, and high-fidelity audio feedback to create a tactile, premium user experience. I also engineered custom canvas-based timeline sparklines to avoid heavy graphing packages and preserve maximum load performance. # === SYSTEM ARCHITECTURE === # app/ # Next.js pages including Settings and Profile views # stores/ # Zustand stores (typing-store, stats-stor
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The Oracle and the Wolf: I Made Gemini Lose Like a Kid 🐺
This is a submission for the June Solstice Game Jam TL;DR Save the Sun is a kids' deduction game set on the eve of the June solstice: you race Sköll—the wolf who wants to eat the sun—to Sól's one true rune before he catches her and the longest day never dawns. Gemini does two jobs and the engine referees both: it reads the player's questions—typed, or spoken aloud and transcribed—as the Oracle, and it plays the wolf as Sköll. The engine owns the secret and never hands it to Gemini. Everything here is checkable: play a round · watch the demo · anchildress1/save-the-sun . What I Built Blame a board game 📞 The idea started with Dream Phone , a 90s deduction game I played as a kid—you dial pretend phone numbers and narrow down which boy has a secret crush on you. The catch: it needed 2-4 players and fell flat with two. So I rebuilt it as a two-player game à la Guess Who and gave the second seat to Sköll, an AI opponent to race. That became Save the Sun , a deduction race for players aged 8 to 12 against Sköll, the Norse wolf who wants to eat the sun. The story of Sól and Sköll comes straight out of Norse mythology and is one of my all-time favorites. Sól drives the sun-chariot across the sky, and Sköll chases her—every day, all day, forever—until Ragnarök, when he finally catches her and the sun goes out. The game drops you into the night before the solstice with the wolf a stride behind: get the true offering to Sól before he reaches her, or the dawn never comes. Teaching AI to lose 🧩 The hard part of a kids' deduction game is making the AI beatable without handing it the answer. The opponent never sees the secret: a deterministic engine holds it and referees every move, and Gemini only ever plays on top. Sköll's side was easy—he answers in structured JSON—but a loose human question has to be read into something the engine can resolve first, and that reading is the only job I gave the Oracle. Twenty-four runes, one short night 🌙 The round itself is small on purpose. Th
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Solstice Assassin
This is a submission for the June Solstice Game Jam ( https://dev.to/challenges/june-game-jam-2026-06-03 ) What I Built I built Solstice Assassin, a tactical stealth-action game set inside a collapsing digital mainframe. You play as Alex, a self-aware digital anomaly trapped inside the Solstice Grid, a secure virtual system originally created by Alan Turing. Alex awakens with almost no memory except one critical piece of information: «CREATOR: ALAN TURING» The catch? Today is the Summer Solstice, the longest day of the year, and at midnight the system will execute a complete purge of all dynamic data. Alex has one final day to recover lost memories, outsmart the system's security forces, and find a way to survive. Gameplay combines tactical movement, stealth, procedural level generation, enemy AI, and resource management. Players infiltrate security sectors, collect awareness data, avoid or eliminate hostile "Cleaners", and manage powerful abilities such as Dash, Cloak, Radar, and Time Warp. The Solstice theme isn't just part of the story—it directly affects gameplay. Throughout each mission, the system progresses through different Solar Phases: 🌅 Golden Dawn ☀️ High Noon 🌇 Crimson Sunset 🌑 Eclipse Each phase changes visibility, stealth effectiveness, enemy behavior, and the overall tactical landscape. High Noon makes players highly exposed, while Crimson Sunset rewards stealth and careful planning. By the time Eclipse arrives, the entire system begins breaking down. My goal was to create a game where the passing of the longest day isn't just a background theme but something the player constantly feels through the mechanics themselves. Video Demo https://youtu.be/48RM1iTZjOg?si=JYz86wVzNMjeZmmw In the video I demonstrate: Tactical movement and infiltration Dynamic Solar Phase transitions Enemy AI behavior and pathfinding Awareness recovery and progression systems Alex's abilities AI-generated mission briefings and voice interactions Procedural level generation End-o
产品设计
Fruit Dash: A Solstice Platformer with Binary Code Gates
This is a submission for the June Solstice Game Jam What I Built I built Fruit Dash, a...
AI 资讯
Bletchley's Longest Day: a wartime cipher escape game for the June Solstice Game Jam
This is a submission for the June Solstice Game Jam . What I Built Bletchley's Longest Day is a browser-based cipher escape game set inside a fictional Bletchley Park night shift. The player has to stop a U-boat convoy attack before dawn by clearing five rooms. Each room contains three escalating locks, so the full escape requires 15 solved puzzles . The game combines Caesar shifts, A1Z26 number decoding, Morse, anagrams, fragment ordering, a visible countdown timer, mistake penalties, hint penalties, account-based score saving, and a best-score leaderboard. The solstice theme became the core dramatic clock: night is running out, first light is coming, and the player has to decode the final signal before dawn. Video Demo The demo shows the opening briefing, the three-lock room flow, the Gemini hint penalty, and the final victory state that only appears after all 15 locks are cleared. Live game: https://bletchleys-longest-day.onrender.com Code Repository: https://github.com/himanshu748/bletchleys-longest-day How I Built It The game is a lightweight Node-served browser app. The front end is a hand-built HTML/CSS/JavaScript game surface, while server.js serves static files and protects the Gemini API key behind a server-side /api/hint endpoint. The main design goal was to make the game feel like a tense intelligence desk rather than a generic puzzle page. Every room has atmosphere, evidence props, lock-specific copy, feedback states, and a timer that is always part of the pressure. The puzzle structure was tuned around three ideas: Three locks per room : each room has to be solved in stages, so the player earns the escape instead of clicking through one answer. Time as score pressure : wrong answers and hints cost time, while clean solving preserves the best leaderboard run. Guest mode vs signed-in mode : guests can play the full game, but Gemini-powered hints and saved leaderboard scores belong to authenticated players. Google Gemini is used as a server-side hint offi
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GameJam Cipher
This is a submission for the June Solstice Game Jam What I Built I built a simple cipher game with 6 levels to decrypt the cipher text based on frequency of words and hints to obtain the plaintext version. Video Demo Code samarthsubramanya / JuneSolstice_GameJam_2026 ☀ Solstice Cipher A code-breaking puzzle game built for the June Solstice Game Jam — and a small ode to Alan Turing . Six encrypted messages stand between you and the longest day of the year. Each one is a substitution cipher hiding a message about a June celebration — International Sushi Day, the World Cup, Pride, Juneteenth, Turing himself, and the solstice. Crack each cipher using frequency analysis (the same statistical reasoning Turing's team used at Bletchley Park) and the sun climbs a little higher with every solve. Break all six and you bring the light all the way back. Theme The June solstice is a global moment of transition — the longest day in the north, the shortest in the south. The game makes that literal: decoding is the act of bringing back the light. A night sky brightens into dawn as your accuracy rises, a Pride rainbow… View on GitHub june-solstice-game-jam-2026.vercel.app How I Built It I built it using ReactJS and hosted on vercel. I implemented a simple frontend with no backend dependency session-specific experience for simplistic approach Using hardcoded values and configuration. Prize Category Generated with Assistance from Google AI through Antigravity.