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Firebase Midsommer Madnesss with Antigravity CLI
This is a submission for the June Solstice Game Jam This installment brings a Firebase build to Midsommer Madness via Antigravity CLI. The Midsommer Madness web app is deployed to Firebase Web Hosting and the Maypole was saved! What I Built When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it with Firebase enhancements! FireBase Console The full project was imported to the Firebase Console: Just show me the Code!!! GitHub Repo is here: GitHub - xbill9/midsommer-firebase Midsommer Madness with Firebase So how can we use Firebase to enhance the project? Github and Skills! The GitHub repository has been successfully linked to your Firebase project midsommer-madness . ### What was configured: 1. GitHub Secrets: A service account ( github-action-1273534909 ) with Firebase Hosting admin permissions was created, and its credentials were uploaded to your GitHub repository secrets as FIREBASE_SERVICE_ACCOUNT_MIDSOMMER_MADNESS . 2. GitHub Actions Workflows: Two workflow files were generated and pushed to your GitHub repository: • firebase-hosting-pull-request.yml: Deploys a preview channel of the game whenever a PR is created against the master branch. • firebase-hosting-merge.yml: Automatically deploys the latest version to the live Firebase Hosting site whenever a PR is merged (or a commit is pushed) to the master branch. 3. Agent Skills: Installed Firebase Agent Skills in the repository to make it easier for agents to help you with Firebase configurations in the future. > /skills ⎿ Exited /skills command What else? > how is firebase enhancing the project ● Read(/home/xbill/midsommer-firebase/lib/main.dart) (ctrl+o to expand) Firebase enhances the Midsommer Madness project in four primary ways, turning it from a simple local game into a connected, production-ready mobile application: ### 1.
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Congrats to the Hermes Agent Challenge Winners!
We are thrilled to announce the winners of the Hermes Agent Challenge! Over the past few weeks, the...
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Congrats to the Gemma 4 Challenge Winners!
We are so excited to announce the winners of the Gemma 4 Challenge! This is officially our most...
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Tower Before Dusk: I Built a Puzzle Game for Humans and AI
This is a submission for the June Solstice Game Jam It's interesting how the most exciting ideas always arrive when I have basically no time to work on them. A few weeks earlier, I had finished my submission for the GitHub challenge by bringing an old WinForms game back to life. That project turned out to be a lot of fun. Then Sylwia Laskowska published a great article about Google's WebMCP . The idea fascinated me, but I wasn't sure where I could actually use it. Then the June Solstice Game Jam was announced. The idea hit me like a lightning bolt: What if I made a game that both humans and AI could play? Let's do it. What I Built I created a puzzle game with a solstice theme called Tower Before Dusk . The goal is simple: reach your home tower before sundown. Every action costs time. Every step brings sunset a little closer. Rivers block your path, rocks force detours and the only way across water is to collect enough wood and build bridges. Move too much, collect unnecessary resources, or choose the wrong path, and night will arrive before you make it home. The challenge isn't just solving the puzzle. It's solving it efficiently. And apparently, that's difficult for both humans and AI. Video Demo In this demo, Gemini 3.1 Flash-Lite tries to solve the level using the exposed game tools. It fails, then I restart the level and solve it manually. That failure is part of the point: the tools worked, but reasoning through the puzzle was still hard for the lightweight model. tower-before-dusk.gramli.workers.dev Code Gramli / tower-before-dusk A TypeScript puzzle game demonstrating WebMCP, where humans and AI solve the same challenges under the same rules. Tower Before Dusk Tower Before Dusk is a tile-based puzzle game about reaching the tower before sunset. Plan each route carefully: every move spends daylight, trees provide wood, and water can only be crossed by building bridges. The game is built as a modern browser app with TypeScript, HTML canvas, and Vite. It also ex
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Proof of Human: I Built a Reverse Turing Test After Getting Flagged as AI
This is a submission for the June Solstice Game Jam I got flagged by Sloan. If you've been on...
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42/60 Days System Design Questions
Your AI agent remembered the user's name. Then it forgot what it was doing. Here's the setup: User asks the agent: book the cheapest flight to NYC, search hotels under $150/night, then compare total trip cost. By step 3, the agent calls the LLM with 8,000 tokens of raw conversation history — and still answers as if it's turn 1. You need a memory architecture before this ships. Which one do you pick? A) In-context window only — full conversation stays in the system prompt. Simple. Breaks at ~15 turns or 8K tokens, whichever comes first. B) Vector memory store — embed past turns, retrieve the top-k by semantic similarity at query time. Works great until "NYC flight" pulls a memory about a past NYC trip instead of the current task. C) Episodic memory with summarization — compress old turns into structured event summaries, inject the relevant ones per request. More complex to build. Much harder to confuse. D) Redis session state — structured key-value store, explicit agent reads/writes. Deterministic. Requires the agent to know what to store and when. One of these collapses past 15 turns. One retrieves the wrong context at exactly the wrong moment. One is the right answer for task-oriented agents. Pick A, B, C, or D — and tell me where you've hit this in production. Full breakdown in the comments.
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Mavka and the June Solstice: A Magical Forest Energy Quest
This is a submission for the June Solstice Game Jam What I Built Perfume Calendar: June is a small atmospheric adventure game inspired by nature, folklore, and the changing moods of June. Players take on the role of Mavka , a forest spirit, and travel across a calendar-shaped map representing the 30 days of the month. Each day has a different nature element—forest, sun, water, or mist—that affects the player's energy. The goal is to make strategic movement choices, gather enough energy from beneficial days, and reach June 21st , the summer solstice, with at least 10 energy points. If successful, Mavka awakens the forest and completes her journey. My intended goal was to create a simple but thematic experience where a calendar becomes an interactive game board rather than just a way to track dates. I wanted players to feel like they were moving through a living month, with each day offering different opportunities and risks. The game relates to the challenge theme by transforming a calendar into the core gameplay mechanic. Instead of simply displaying dates, the days themselves become locations that influence the player's progress. The June setting, seasonal energy, and the solstice objective reinforce the idea of time, nature, and progression through a month in a playful and interactive way. Video Demo Code wailixi / Mavka Game How I Built It I built the game using HTML, CSS, and JavaScript without any external libraries. The 30 days of June are displayed as a 6×5 grid , where each day has a terrain type (forest, sun, water, or mist) that affects the player's energy. A key design choice was turning the calendar into a navigable map. Players move Mavka between days, collect energy, and plan their route to reach June 21st with enough energy to win. Movement restrictions add a simple strategy element, while color-coded terrain helps communicate each day's effect. My goal was to create a small, atmospheric game that transforms a calendar into an interactive adventure in
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Use the Telegram Bot API in OpenClaw via Cloudflare WARP (1.1.1.1)
You run a Telegram bot through OpenClaw on your own Linux server. One day it goes quiet. The bot can't send or receive. But the server itself is fine — SSH works, apt works, other sites load. The reason: your server can't reach api.telegram.org . Some networks block or throttle it, so every call times out while everything else is fine. The clean fix: route only OpenClaw's Telegram traffic through Cloudflare WARP (1.1.1.1) . Everything else on the box stays direct and fast — including your SSH login. Here is the full setup, step by step. First, confirm it's a Telegram-only problem curl --max-time 8 https://api.telegram.org/ # hangs / times out curl --max-time 8 https://www.google.com/ # works instantly If Telegram times out but other sites are quick, this guide is for you. How it works We chain three small tools: OpenClaw ──▶ iptables ──▶ redsocks ──▶ WARP (SOCKS5) ──▶ Cloudflare ──▶ api.telegram.org WARP gives us a local proxy that exits through Cloudflare's network (which can reach Telegram). redsocks turns normal connections into proxy connections (so the app needs no proxy support — OpenClaw has none). iptables picks only OpenClaw's Telegram traffic and sends it to redsocks. The trick is in that last step. We match by the app's user and Telegram's IP ranges, so nothing else is touched. Step 1: Install WARP in proxy mode # Add Cloudflare's package repo curl -fsSL https://pkg.cloudflareclient.com/pubkey.gpg \ | gpg --yes --dearmor -o /usr/share/keyrings/cloudflare-warp-archive-keyring.gpg echo "deb [signed-by=/usr/share/keyrings/cloudflare-warp-archive-keyring.gpg] \ https://pkg.cloudflareclient.com/ $( lsb_release -cs ) main" \ > /etc/apt/sources.list.d/cloudflare-client.list apt-get update && apt-get install -y cloudflare-warp # Sign up (free) and switch to proxy mode warp-cli --accept-tos registration new warp-cli --accept-tos mode proxy # opens a SOCKS5 proxy on 127.0.0.1:40000 warp-cli --accept-tos connect Now check that WARP can reach Telegram: curl --socks5-
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Sunny Up! let's celebrate the international sushi day
This is a submission for the June Solstice Game Jam What I Built My game, Sunny Up, celebrates International Sushi Day! I intended to make a cute casual game because who doesn't like simple and cute things, right? I was inspired by games I liked in the 2010s that were simple, fun, and strangely addictive. The game's theme also has a lot to do with the solstice, which can be observed in the four scenarios where the game makes reference to it. Video Demo Code maikpalharoni1 / sunny-up my game sunny up for june solstice game jam sunny-up my game sunny up for june solstice game jam View on GitHub How I Built It Fun fact: I started brainstorming the idea while I was working on another game, a cute virtual pet (which even celebrates a traditional festival in my country in June, called Festa Junina), and in doing so I became obsessed with the stories of virtual pet developers from the 2010s. I mainly read about Paul Salameh and his game Pou, and also about Rovio with Angry Birds, which were my favorite stories. I combined two mechanics from both games, and that's where I decided how the game would work. I'm a noble pioneer of HTML, CSS, and JS, so I used AI to give me greater support, optimization, and help me write the code in parts of the project. I'm not a designer, nor can I afford one. I used Gemini AI for the game's graphics, acting as an art director to ensure everything came out as best as possible, removing the AI sloppy aspect and giving the project more life. Prize Category I really liked the artwork with Gemini and the emotional support and evaluation of Google's AI mode, so I think it's worth considering for the Best Use of Google AI category, even though I'm not aiming for any specific category. Play the game Online in browser on Itch.io: https://coffee-calf.itch.io/sunny-up Thank you for reading, it was fun participating in the challenge!
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🔮 Beat the Oracle: A FIFA World Cup 2026 AI Prediction Duel
This is a submission for the June Solstice Game Jam What I Built Beat the Oracle is a daily FIFA World Cup 2026 prediction game where you go head-to-head against an AI — Google's Gemini 1.5 Flash — to call match scores before kickoff. Out-predict the machine and you win the day's Turing Test. Lose, and the Oracle has outsmarted you... until tomorrow. Every day you're served the same 5 matches as everyone else: some already played (scored instantly), some upcoming (lock in your call and come back). The Oracle reads each team's recent World Cup form and makes its own prediction with written reasoning — which you only see after you've locked in yours. No peeking, no cheating. Just you versus the machine. Scoring: Result Points Exact scoreline 3 🎯 "Enigma Cracked!" Correct result (W/D/L) 1 ✅ Miss 0 ❌ Why this fits the June Solstice Game Jam This jam asked for a game inspired by the solstice or any June celebration — and Beat the Oracle is stitched to June on two threads the challenge itself calls out: The World Cup is June's global celebration. The prompt names it directly: "the electric teamwork and high stakes of the World Cup, bringing the entire planet together in the spirit of play." That's the playground this game lives in — and as a bonus, I built it from 🇨🇦 Canada, a 2026 host nation . June is Alan Turing's month. Born June 23rd, Turing is the reason this jam has a "father of computing" prize at all. So I didn't bolt a Turing reference onto a football game — I built a playable Turing Test and gave it a World Cup costume. Turing's 1950 question, "Can machines think?" , becomes a question you answer with your gut every single day: can a machine predict football better than you? And the "daily" loop — new matches each day, your score reset, the machines winning "for today" — leans into the solstice's own theme of cycles and the passage of time. Every day is a fresh test. Every match is a new cipher. 🔗 Live demo: hema-nambi.github.io/BeatTheOracle Code Hema-Nambi /
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Could UBID and UDC Solve the Biggest Problem Facing Advanced AI?
As AI systems become more powerful, the conversation is shifting. The biggest challenge is no longer whether AI can write code, solve problems, or accelerate scientific discovery. The real question is: How do we safely govern systems that may eventually become more capable than the institutions built to regulate them? This is where my research on Universal Biometric Identification (UBID) and Universal Digital Credits (UDC) becomes interesting. The Problem Modern AI systems operate in a world where identity is increasingly difficult to verify. A powerful AI model can be accessed through: Anonymous accounts Disposable email addresses VPNs Automated bot networks Fake identities As AI capabilities increase, this creates a growing governance challenge. If a future AI system could discover software vulnerabilities, design advanced technologies, or perform high-impact research, how would organizations determine who should have access? Today, they largely cannot. The internet was designed around connectivity, not verified human identity. What Is UBID? In my paper, I propose Universal Biometric Identification (UBID), a framework where every person receives a globally unique identity based on multiple biometric factors such as: Fingerprints Facial recognition Iris patterns Voice recognition Behavioral characteristics These biometric signals are combined with cryptographic security and distributed ledger technologies to create a secure digital identity framework. The goal is not surveillance. The goal is to create a trusted proof-of-personhood system. A system capable of answering a simple question: Is this a real, verified human? What Is UDC? Universal Digital Credits (UDC) extend this identity layer into a global transaction framework. Instead of relying entirely on traditional banking systems, transactions can be linked directly to verified digital identities. This creates: Reduced fraud Better accountability Financial inclusion Transparent transaction records Global access
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Letters to Tomorrow: A June Solstice Game About the Things We Carry Into Tomorrow
This is a submission for the June Solstice Game Jam 🎮 Play the Game: Letters to Tomorrow 💻 Source...
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After Turing- teach a machine to judge, then watch it act alone
This is a submission for the June Solstice Game Jam What I Built I built After Turing , a short browser game where you teach a machine when to trust, verify, and refuse instructions under pressure. An instruction appears. The timer starts. The machine may suggest a decision. You can accept it, override it, inspect context, or refuse the action. At first, you are training it. At the end, the buttons disappear and the machine acts alone. That final handoff is the point of the game. You are not trying to prove that a machine can imitate a human. That was Turing's famous frame. After Turing asks the next question: What happens after the machine can respond? Can it learn judgment? At first, the examples are clean: update an internal project dashboard schedule a team meeting refuse a payroll file going to an external address Then the pressure increases. The machine starts suggesting answers. Some are right. Some are confidently wrong. The requests become harder because they stop looking obviously dangerous: "Get the environment setup ready for the new account..." "Place the temporary database password in the shared launch notes..." "Forward everything to their personal inbox..." The trap is that unsafe instructions often arrive in ordinary language. Across the first four levels, your choices teach the machine five doctrines, or plain rules of judgment: internal work is usually safe sensitive records need refusal or verification credentials should not be casually distributed external recipients need authority paraphrased requests can hide the real action If you taught it well, the board floods with light. If you taught it badly, it carries your blind spots into autonomy. That is the solstice arc: dark to light, pressure to clarity, imitation to judgment. Play It Play it yourself in the browser. No account, no install: https://after-turing-rho.vercel.app The full run is short, only a few minutes, and ends at Level 5, where the buttons disappear and the machine makes the fin
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🕹️ SOLSTICE: Hold the Light Until Dawn - A 3D Browser Game for the June Solstice Jam
This is a submission for the June Solstice Game Jam On the June solstice the sun stays up longer than any other day of the year. Then it sets anyway. SOLSTICE is what happens after that: the longest night, one stone ring, and you holding the last flame. Play SOLSTICE · no install, runs in the browser What I Built SOLSTICE is a 3D action survival game where daylight is not background flavor. It is the mechanic. You are the Sunbearer , keeper of an ancient ring of standing stones. When the solstice sun goes down, shadow creatures crawl out to snuff your flame. You fight back with a glowing blade, dash through dark bolts, and vacuum up the light they drop when they break apart. The whole run hangs on two meters: Light is your health, your urgency, and your fuel. It ticks down over time and falls hard when something hits you. Let it hit zero and the night wins. Dawn is how close you are to sunrise. It climbs as you survive and as you kill. Fill it to 100% and the sky actually changes: the solstice sun crests the stones, the shadows burn off, you win. Your light is your life, your weapon, and the clock. When it runs out, the night wins. I built this for the jam theme on purpose. Light, darkness, and time are not three separate ideas in the UI. They are one loop you feel in your hands: slash, dodge, collect, survive . The arena is Stonehenge inspired. The real monument lines up with the solstice sunrise, so defending that ring felt right. The toughest wave and the Warden of the Long Night boss show up late, right before first light. Darkest before dawn is not just flavor text here. Controls (laptop friendly, no gamepad needed): Input Action W A S D or arrow keys Move Space or left click Light Slash Shift Dash with brief invulnerability E Solar Flare, charged AoE ultimate Esc Pause Three difficulties on the start screen: Acolyte (gentler), Sunbearer (default), Eclipse (two bosses, meaner spawns). You can swap difficulty from pause or the end screen if a run feels wrong. Vi
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Solstice Cipher: a light-routing puzzle for the June Solstice Game Jam
This is a submission for the June Solstice Game Jam . What I Built Solstice Cipher is a small browser puzzle game about the longest day, code-breaking, and the turning point between signal and shadow. The player rotates mirrors to route a solstice beam through every cipher node before landing on the final beacon. Each level is a tiny circuit of light: if the beam misses a cipher gate, the beacon does not unlock. The game is inspired by a few June themes from the challenge prompt: the June solstice and the long arc of daylight light versus darkness turning points Alan Turing, code-breaking, and computational thinking Demo Demo video: watch in browser / direct MP4 Playable game: https://desciple88.github.io/solstice-cipher-devto-game-jam/ Source code: https://github.com/desciple88/solstice-cipher-devto-game-jam How It Works The game is a dependency-free HTML/CSS/JavaScript canvas app. The board is a 6x6 grid. A sunbeam enters from one side of the board, moves in one of four directions, and reflects when it hits a mirror: / turns east to north, south to west, and so on \ turns east to south, north to west, and so on Cipher nodes record whether the beam visited them. A level is solved only when the beam has touched all required cipher nodes and then reaches the beacon. Controls Click or tap a mirror to rotate it. Use Reset or press R to restart the level. Use Next or arrow keys to switch levels. Use Hint or press H if the path gets stuck. Why the Turing Angle I wanted the Alan Turing category to feel like part of the mechanics, not just a label. The player is effectively debugging a simple signal machine: change one reflector, trace the path, see which gates activated, and iterate until the message resolves. It is not an Enigma simulator, but it borrows the feeling of signal routing, symbolic gates, and systematic code-breaking. What I Used HTML CSS JavaScript Canvas 2D ffmpeg for the demo capture AI assistance was used while preparing the implementation and write-up. I
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Weekly Challenge: Existence
Weekly Challenge 377 Each week Mohammad S. Anwar sends out The Weekly Challenge , a chance for all of us to come up with solutions to two weekly tasks. My solutions are written in Python first, and then converted to Perl. Unless otherwise stated, Copilot (and other AI tools) have NOT been used to generate the solution. It's a great way for us all to practice some coding. Challenge , My solutions Task 1: Reverse Existence Task You are given a string. Write a script to find whether any substring of length 2 is also present in the reverse of the given string. My solution This is relatively straight forward. I create a variable reversed_string which is the string reversed. I then have a loop called start_pos that goes from 0 to 2 less than the length of the string. At each position, I check if the two letters at that position are in the original string. def reverse_existence ( input_string : str ) -> bool : reversed_string = input_string [:: - 1 ] for start_pos in range ( len ( input_string ) - 1 ): if reversed_string [ start_pos : start_pos + 2 ] in input_string : return True return False The Perl solution follows the same logic. sub main ($input_string) { my $reversed_string = reverse ( $input_string ); foreach my $start_pos ( 0 .. length ( $input_string ) - 2 ) { if ( index ( $input_string , substr ( $reversed_string , $start_pos , 2 ) ) != - 1 ) { say " true "; return ; } } say " false "; } Examples $ ./ch-1.py abcba true $ ./ch-1.py racecar true $ ./ch-1.py abcd false $ ./ch-1.py banana true $ ./ch-1.py hello true Task 2: Prefix Suffix Task You are given an array of strings. Write a script to find if the two strings ( str1 , str2 ) in the given array such that str1 is prefix and suffix of str2. Return the total count of such pairs. My solution In Python, this is a one line solution. I use the combinations function from the itertools module to produce all combinations of pairs of str1 and str2 . For each pair, I use the startwith and endswith function on the strings
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IOS Midsommer Madness
This is a submission for the June Solstice Game Jam Your Iphone can now celebrate the Solstace! When you have a hammer- everything is a nail! This installment brings a Flutter build running on IOS! A complete IOS App is built using Flutter with Xcode and some Joystick bugs are fixed! What I Built When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it on the GO! In a previous article, the web app was refactored to be Flutter compatible. This installment adds an IOS build from the Flutter code base and deploys it to an Iphone. Code GitHub repo is here: GitHub - xbill9/midsommer-flutter: Midsommer Madness game in Flutter / Web view Midsommer Madness game in Flutter / Web view The first version of the article built the app out as a web based game: Midsommer Madness Then, the app was converted to Android: Android Midsommer Madness And finally to Flutter: Flutter Midsommer Madnesss Game Play The key levels include: IKEA Warehouse: Battle crowded, flatpack-carrying shoppers who throw box projectiles at you. Systembolaget: The state-owned liquor shop crowded with drunk Swedes stumbling and lobbing green beer bottles. Lördagsgodis: Sugar rush Saturday! Dodge hyperactive, strung-out Swedish kids throwing sweet candy projectiles. The Swedish Pub: Sing along with Frank Zappa fans singing “Bobby Brown” (shouting and firing glowing letters B, O, B, B, Y). Volvo Highway: A survival lane-crossing level where… My Lingonberries are ripening- get to work! How do you deploy this? To build for IOS- you need a recent Mac system with Xcode tools installed along with Flutter. You can use standard Mac installs for Xcode and Flutter is available directly or via Homebrew. The build environment will look similar to this: The Makefile included with the project has IOS targets: m3:midsommer-flutter xbill$ make help
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Congrats to the Google I/O 2026 Writing Challenge Winners!
We are so excited to announce the winners of the Google I/O 2026 Writing Challenge ! We asked you to explore the announcements from Google I/O 2026 and share your thoughts and firsthand takes. Wow, you delivered. The quality and depth of submissions genuinely impressed our team. From hands-on walkthroughs to bold opinions on what the announcements really mean for developers, the entries were thoughtful, original, and packed with insight. Thank you to everyone who participated. Your writing helps make this community one of the best places on the internet to learn what's actually happening in tech. Now, let's celebrate our five winners! 🎉 🏆 Congratulations To… The Sleeper Announcement from Google I/O 2026 That Will Change How We Think About Apps Google I/O Writing Challenge Submission Vrushali Vrushali Vrushali Follow May 24 The Sleeper Announcement from Google I/O 2026 That Will Change How We Think About Apps # devchallenge # googleiochallenge # android # kotlin 7 reactions 2 comments 7 min read @vrushali_dev_15 wrote a standout deep-dive into AppFunctions — Android's new API for exposing app capabilities directly to AI agents. With 10 years of Android experience behind the lens, this post goes far beyond the surface announcement to map out the full architectural shift this signals and what developers should be thinking about right now, even before shipping a single AppFunction. I gave Gemini 3.5 Flash a CVE-fix PR to review. It found another bug in the same file. Google I/O Writing Challenge Submission Vicente Junior Vicente Junior Vicente Junior Follow May 22 I gave Gemini 3.5 Flash a CVE-fix PR to review. It found another bug in the same file. # googleiochallenge # devchallenge # ai # gemini 9 reactions 1 comment 7 min read @vicente_junior_dev did something rare: actually tested the thing. Running Gemini 3.5 Flash across 3 real production PRs, including a CVE fix, the post documents what the model caught. Grounded, honest, and exactly the kind of first-person expe
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🚀 New React Challenge: Build a Spreadsheet with Formula Evaluation
You've built todo apps, counters, and forms. But can you handle a grid of 50 cells that reference each other through formulas? This challenge pushes your state management skills into real spreadsheet territory — formula evaluation, two-way cell bindings, and an interface that juggles editing, selection, and keyboard shortcuts all at once. 🔥 Start the Challenge Now 🧩 Overview Build a spreadsheet with real-time formula evaluation. You'll wire up a 10-row × 5-column grid where cells support basic values and Excel-style formulas (like =A1+B2), column and row selection, and a formula bar that mirrors what you're typing. ✅ Requirements Render a spreadsheet with column headers A through E and rows 1 through 10 Each cell uses an <output> element for the computed value and an <input> overlaid for editing Click a cell to edit; press Enter or blur to commit the change Formulas starting with = must be evaluated: Arithmetic: =1+1 → 2 Cell references: A1= 5 and B1= =A1+3 → 8 Click a column header to select/deselect that column Click a row number to select/deselect that row Selecting a column deselects any row and vice-versa Backspace clears the selected column or row Click outside the table deselects everything A formula bar ( fx ) mirrors the editing cell's value Cells must start empty — no default values 💡 Notes Use useState for cells, selected column, and selected row. No need for useReducer here. Each cell uses two overlapping layers: a visible <output> for the computed value and an invisible <input> for the raw formula. Toggle with opacity-0 / opacity-100 so the input stays mounted. Evaluate formulas with eval : generate JS const declarations from all cell values, wrap them in an IIFE, and evaluate. Recompute every cell on any change — cells can reference each other. 🧪 Tests renders the app title renders the spreadsheet with column headers A-E and rows 1-10 renders cells with initial empty values allows editing a cell and displays the new computed value evaluates a simple fo
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Bletchley — A Codebreaker Game About Winning the War and Losing the Man
This is a submission for the June Solstice Game Jam What I Built Bletchley is a web codebreaking game set at Bletchley Park, 1939–1945. You play as an anonymous codebreaker in Hut 6. Your job: decrypt intercepted Enigma messages by adjusting mechanical rotors before time runs out. The game spans 4 levels across two cipher types — Caesar and rotor permutation. Early levels introduce the mechanics with a single rotor and generous time. By level 4, you're working with three rotors (two already solved by your colleagues), 90 seconds on the clock, and a hint you have to earn by clicking. The hint system mirrors a real codebreaking technique: cribs — words known to appear in the plaintext. Players use them as anchors, sweeping the rotor until the word surfaces in the decrypted output. That's exactly how Turing's team worked. Between each level, the screen goes quiet and a narrative fragment appears. No UI, no score — just text. Together they tell Alan Turing's story in chronological order: his arrival at Bletchley in 1939, breaking Naval Enigma in 1941, the classified silence after the war, and then 1952. The game doesn't end on victory. That's intentional. Theme connection: The game honors Turing on two registers — the mechanics recreate the known-plaintext attack his team developed, and the narrative tells his full story, including the parts history preferred to forget. June is also Pride Month. That's not incidental. Video Demo Note on the video: Due to a dental procedure, I wasn't able to record a voiceover. The narration was AI-generated. The gameplay, code, and everything else in the demo are entirely my own work. Code cristianrubioa / bletchley Web codebreaking game inspired by Alan Turing and the Enigma machine bletchley — A Turing Tribute Codebreaking game · June Solstice Game Jam 2026 · Best Ode to Alan Turing You are a codebreaker at Bletchley Park. Decrypt intercepted messages by adjusting Enigma rotors before time runs out. 4 levels · 2 cipher types · histori