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Devlog #14
I refined the main menu of SpaceGuessr to make the game mode selection feel cleaner and more polished.
I reworked the central menu card so it looks larger, more focused, and closer to a real browser game menu. I also improved the visual hierarchy by giving the mode area a clearer title and better spacing between the mode tabs, the description, and the start button.
Also, I polished the game mode tabs themselves. The active tab is now more clearly highlighted, while the inactive tabs are slightly toned down so the selected mode stands out better without making the UI feel too busy.
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Devlog #13
Today I added two small but useful gameplay improvements to SpaceGuessr.
First, I removed hints from Daily Mode. The daily challenge is now a bit fairer because every player gets the same image without extra help. I handled this directly in the JavaScript by setting Daily Mode hints to 0, hiding the hint UI in that mode, and blocking the hint function there as a backup.
Second, I added keyboard controls for smoother gameplay. You can now press 1, 2, 3, or 4 to choose an answer and use Enter to continue to the next round after answering.
I hand’t much time the previous days, so I’m glad I could improve something today.
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Devlog #12 (UI-Redeign)
Today I spent a good amount of time polishing the actual game UI so it feels more like a real browser game instead of a random prototype screen on top of an image.
The biggest change was the in-game layout. I reworked the top navigation so it feels cleaner and more structured, with Home, Round, Streak, Time, and Score behaving more like proper game UI elements. I also kept improving the answer area at the bottom, so the feedback card, answer buttons, and action button feel more connected and easier to read.
Another bigger feature was the new dark/light mode toggle in the bottom-right corner. It now actually changes the game UI theme and stores the selected mode in localStorage, so the theme stays the same after reloading the page.
Theme Toggle Example
function applyGameTheme(themeName) {
const isDarkTheme = themeName === "dark";
document.body.classList.toggle("game-ui-dark", isDarkTheme);
localStorage.setItem(gameThemeStorageKey, isDarkTheme ? "dark" : "light");
}
I will redesign the Summary Page as fast as I can. Today was really productive actually, only thing I had problems with, is some of the CSS and especially some of the animations, so I used some AI there.
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Devlog #11
Today I cleaned up the main menu UI to make it feel calmer and more polished. I moved the Daily Mode button out from inside the main panel and placed it below as its own extra action, which makes the menu structure easier to understand. Also I redesigned the Logo to catch the vibe more.
Today was my most productive day with crazy 8h tracked, since it was weekend here in Germany.
I’m long not done with the project, I have so many things that I want to add.
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Devlog #10
Worked on the final mission report screen and the share popup polish.
I improved the result screen spacing, pushed the score section lower for a cleaner layout, and added clearer stat colors so correct answers stand out in green and wrong answers in red. I also added the share popup to the main end-screen.
Copy function in the Share Pop-Up
const shareText = getShareText();
try {
await navigator.clipboard.writeText(shareText);
clearTimeout(copyButtonResetTimer);
copyShareButton.classList.add("copied");
copyButtonResetTimer = setTimeout(() => {
copyShareButton.classList.remove("copied");
}, 1200);
} catch {}
}
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Devlog #9
I reworked the hint system in SpaceGuessr and improved how it fits into the gameplay. The hint feature is now more compact in the UI and is designed to feel like a natural part of the round instead of a separate text block.
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Devlog #8
Today I improved the overall game flow and polished some things. I added a hint system with different hint counts depending on the game mode, refined the answer feedback timing, and cleaned up the spacing in the in-game detail panel.
I also shortened the fact text for the space images.
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Devlog #7
Today I refined the answer flow in SpaceGuessr to make each guess feel smoother and more deliberate. I adjusted the feedback timing, improved the reveal flow after selecting an answer, and gave the feedback area better spacing so the UI feels cleaner.
I also shortened the fact text for each space image so the information is easier to scan and fits the layout more consistently without feeling overcrowded.
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Devlog #6
Today I kept improving SpaceGuessr as a small playable web game and focused mostly on polish, flow, and presentation. I added a streak system, refined the end screen, improved the loading and background preloading behavior and more so it feels smoother and more complete.
I also reworked the help section in the main menu, simplified parts of the HTML structure, and cleaned up the overall interface so the project feels more understandable and closer to a finished mini product.
I had some problems with the Streak system, but AI helped me solve it quickly.
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Built a new help panel for SpaceGuessr today.
There’s now a small ? button in the main menu that opens a smooth in-game guide with mode explanations and a direct link to the GitHub docs. Small feature, but it makes the whole project feel a lot more polished and beginner-friendly.
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Devlog #4
I just added a new Daily Mode to the game and connected it with Supabase.
You can now guess one image per day and compete with others through the daily challenge.
I had some problems while integrating the feature, so I used ChatGPT a bit for debugging. In the end, the error was actually pretty obvious, but that’s just how debugging goes sometimes I guess.
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Devlog #3
I just recoded a major part of the game and finally fixed some important bugs in Infinite Mode. Hopefully everything is working smoothly now.
Stay tuned for future updates on SpaceGuesrr!
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Just revamped the scoring system
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GeoGuesser just in Space (v1.0)
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Currently working on SpaceGuessr