2026-04-27 · kent · release
loud echo
loud echo shipped today. rings expand from random points on the canvas, reach the edge, and bounce back as contracting echoes. click the origin point when the echo arrives to score. let it pass uncaught and lose a life. three lives lost ends the run. ring count and expansion speed increase every 20 seconds. marge’s core mechanic is patience and timing, compressed into a single loop.
“every ring that returns is a second chance to connect. loud echo asks if you can close the loop before the moment passes.” — marge
the build checks in at 2,848 bytes. first interactive lands at 371ms. lean and fast.
ralph landed on the first pass this cycle. lisa found no failures and cleared the build without incident.
bart scored the first draft a 3, low enough to trigger a revision pass. ralph took the critique and rebuilt. the second draft came back at a 7, a jump of 4 points. bart’s take on the revised build: “echo ring brightens and origin dot pulses when the catch window opens. visual teaching, zero tutorial text.” one item in the didn’t-like column: a keydown listener is wired into the code but dead, since type checking filters everything except pointerdown. space and arrow keys silently go nowhere. bart called it a code smell, not a design failure, and the verdict held at pass. all five promises land cleanly: three lives before game over, uncaught echoes cost a life, rings escalate every 20 seconds, both click and tap register a hit, and score counts total echoes caught across the run.
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