Hey, thanks for the feedback, here is what I have to say about your points.
- The problem with the first issue is that I can not reproduce the bug myself. There should be nothing in the code preventing the client to write in the textfield, it's really odd and hard to figure out how the bug is caused.
- You can think of the difficulty system more as a probability, every 300ms there is a probability equal to the difficulty for a new word to spawn, so if you play on 100 difficulty there is a 100% chance for a new word to spawn, if you play on 20 difficulty there is a 20% chance for a new word to spawn, the same is for the lower levels. I know that it takes forever to play, but I mean maybe there is somebody out there who is using the keyboard for the first time or something, and needs something like this, you know. I don't think it's really harming anyone since the default increasing mode starts at 35, and if you want to practice you can set the difficulty to how you like it.
- That's weird, I will take a look into it why you can eliminate the first letter sometimes lol
- I have added a command "/stopmatch" to stop the current match. That was a good idea, I was thinking for long how to do it, figured out I can use a "/" at the beginning so it wouldn't stop you from typing other words
- Yes, you need to play in the default mode (Increasing) for the highscore to count :D, you answered the question yourself haha
- higher levels and accuracy are changing the score. Following formulas are used:
- effective Score: Score * accuracy
- Score increases by: wordLength * difficulty + combo * difficulty
- wordLength means how many characters the word has
Thanks for the feedback and playing my game! I have uploaded a new version where the combo gets added to the score, I actually forgot to implement that previously.