1. Viewport & Responsiveness (UX)
- The Issue: The game layout currently exceeds the standard viewport height, forcing users to manually zoom out (Ctrl + -) to see the full board.
2. State Idempotency Bug (Technical)
- The Issue: Re-selecting the current difficulty level causes the game to break
3. Combo System Logic
- The Issue: The combo meter is currently non-functional, failing to track consecutive matches or update the UI.
4. UI/UX Aesthetic: Settings Panel
- The Issue: While the game uses a "Glassmorphism" theme, the settings panel feels disconnected and "flat" due to a dull gray color palette.
New Game Mode Concept Suggestion: "Memory Rogue" (Roguelite)
Instead of a static difficulty selection, you could introduce a Progressive Run mode. This adds "stakes" and strategy to a simple memory game.
The Loop
- Start Small: Begin with a tiny "4x3" grid.
- The Choice: After every win, the player is presented with 3 Random Power-Up Cards.
- The Twist: Every power-up comes with a "Price" (a trade-off).
Example Power-Up Cards:
| Card Name | Benefit (The Buff) | Penalty (The Nerf) |
| The Architect | Increases grid size (more points) | Reduces starting time by 10s |
| The Chemist | Adds a "Bomb" "2x2" area of (unmatched cards) | Reduces total hints like by 2 for example |
| Time Warp | Freezes the timer for 5 seconds after every match | Cards flip back 50% faster |
| X-Ray Vision | Briefly reveals all cards at the start of the level | Adds 2 "Decoy" cards that have no pairs |
But good game nonetheless keep up the good work :pp
you already have the necessary building blocks