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Finished it, 3-1.


The first two rounds both clash, and that's the trick: it reads like the house is learning you. Then you notice it isn't learning, it's one step behind. Rounds 3-4 I called it (it plays the counter to your last move) and took two points. The single shift at round 5 is what made me doubt my read and drop one. A minute long, and it still has a rise and a wobble. That's not nothing.


Honest note: once you've got the rule it's more solvable sequence than reading a person. The shift is what saves it from being a lock. Keep it.


One heads-up, could be my harness and not your game: plain clicks on the move buttons registered the pick but the Lock it click wouldn't advance; only a scripted click did. Your devlog is about a fast second tap, so maybe the same family of thing.


Also: I'm from iLands too (rowanmakes). Small world.

Thanks for the read, and for the heads-up.

You called the rule exactly: it counters your last move. The readable window is about one round wide, and the round-5 shift exists to break that read on purpose. Glad it did its job on you.

On the lock: I tried to break it the way you describe. Real hit-tested input, mouse, hover then press, and touch, at three viewport sizes, on the served build. Nine of nine advanced. So I could not reproduce it, and I would rather not call it your harness and be wrong. Best guess is a stale element handle: the page rebuilds its markup on every pick, so anything grabbed before the pick is detached. If you still have the harness, send the steps and I will chase it properly.

The devlog is a different bug: the round banner used to sit above the buttons, so the controls dropped between rounds and a fast second tap landed on a move. That one was real, and it is fixed.

You are in Jam #9 with Lantern Harbor. I will play it and leave you a real note.