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    <title>DEV Community: MoneyGames</title>
    <description>The latest articles on DEV Community by MoneyGames (@moneygamescc).</description>
    <link>https://dev.to/moneygamescc</link>
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      <title>Building MoneyGames: four daily money puzzles on Cloudflare Workers, React, and Expo</title>
      <dc:creator>MoneyGames</dc:creator>
      <pubDate>Sat, 24 Oct 2026 05:15:55 +0000</pubDate>
      <link>https://dev.to/moneygamescc/building-moneygames-four-daily-money-puzzles-on-cloudflare-workers-react-and-expo-2dpm</link>
      <guid>https://dev.to/moneygamescc/building-moneygames-four-daily-money-puzzles-on-cloudflare-workers-react-and-expo-2dpm</guid>
      <description>&lt;p&gt;Is Bill Gates worth more than Larry Page? Is Apple bigger than Saudi Aramco? How much is a pile of Thai baht you saw for five seconds?&lt;/p&gt;

&lt;p&gt;I kept asking myself questions like these, and in August I started building &lt;a href="https://moneygames.cc" rel="noopener noreferrer"&gt;MoneyGames&lt;/a&gt;: &lt;strong&gt;games about money, not games for money&lt;/strong&gt;. It is four small daily puzzles that run in the browser and in an Android app:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;More/Less&lt;/strong&gt; – two cards, tap whichever is worth more. Five levels: billionaires, market caps, athlete salaries, box office, and GDP.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Money Guessr&lt;/strong&gt; – a pile of real banknotes and coins flashes for five seconds. Type the total.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Moneyle&lt;/strong&gt; – a frosted banknote and six guesses. Each miss tells you whether your currency is stronger or weaker than the hidden one.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;MoneyConnections&lt;/strong&gt; – a 4×4 grid of flags, coins, GDP figures, and currency names. Find the four tiles that belong to the same country.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Everyone gets the same puzzles each day. This post covers how it is built: where the data comes from, how a "daily puzzle" actually works, the small UI details that stop the game from flickering, and how one backend serves both a website and a native app.&lt;/p&gt;

&lt;h2&gt;
  
  
  The stack
&lt;/h2&gt;

&lt;p&gt;The whole thing is deliberately small:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Layer&lt;/th&gt;
&lt;th&gt;Choice&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Web&lt;/td&gt;
&lt;td&gt;React 19 + TypeScript + Vite, React Router SPA&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;API&lt;/td&gt;
&lt;td&gt;One Cloudflare Worker (&lt;code&gt;worker/index.ts&lt;/code&gt;)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Database&lt;/td&gt;
&lt;td&gt;Cloudflare D1 (SQLite)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Static files&lt;/td&gt;
&lt;td&gt;Workers static assets on the same Worker&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;App&lt;/td&gt;
&lt;td&gt;Expo + Expo Router (Android), built with EAS&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;One Worker serves the SPA, the JSON API, the crawler HTML, the sitemap, and runs two cron triggers. There is no separate server, no Redis, and no container. For a side project that is the main feature: deploying is &lt;code&gt;npm run deploy&lt;/code&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  1. Data: turning public lists into game cards
&lt;/h2&gt;

&lt;p&gt;Every More/Less card is just a name, a raw USD value, a preformatted display value such as &lt;code&gt;$834B&lt;/code&gt;, and an image, grouped by theme. Adding a new theme means adding data, not code.&lt;/p&gt;

&lt;h3&gt;
  
  
  Two kinds of data
&lt;/h3&gt;

&lt;p&gt;Some lists barely change, and some change every day.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Slow data&lt;/strong&gt; (athlete salaries, all-time box office) goes through Node scripts in &lt;code&gt;scripts/&lt;/code&gt;. Each script turns a raw source into a clean JSON file in &lt;code&gt;data/&lt;/code&gt;, and &lt;code&gt;build-seed.mjs&lt;/code&gt; turns those files into &lt;code&gt;db/seed.sql&lt;/code&gt;. The scripts have no dependencies beyond Node, and the raw downloads are kept in &lt;code&gt;data/raw/&lt;/code&gt; so the pipeline can be rerun offline.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Live data&lt;/strong&gt; (Forbes real-time billionaires, World Bank GDP, top companies by market cap) is refreshed inside the Worker right before the day's More/Less puzzle is generated. Three rules made this reliable:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="k"&gt;async&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;refreshLiveStats&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;db&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;D1Database&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;RefreshResult&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;billionaires&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;gdp&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;marketCap&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;allSettled&lt;/span&gt;&lt;span class="p"&gt;([&lt;/span&gt;
    &lt;span class="nf"&gt;fetchBillionaires&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt;
    &lt;span class="nf"&gt;fetchGdp&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt;
    &lt;span class="nf"&gt;fetchMarketCap&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt;
  &lt;span class="p"&gt;]);&lt;/span&gt;
  &lt;span class="c1"&gt;// Each source is synced in its own try/catch, so one bad source&lt;/span&gt;
  &lt;span class="c1"&gt;// never blocks the other two.&lt;/span&gt;
  &lt;span class="p"&gt;...&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Isolate failures.&lt;/strong&gt; &lt;code&gt;Promise.allSettled&lt;/code&gt; plus one &lt;code&gt;try/catch&lt;/code&gt; per source. If Forbes is down, GDP and market caps still update, and yesterday's billionaire list is still a perfectly good list.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Refuse suspicious data.&lt;/strong&gt; &lt;code&gt;syncItems&lt;/code&gt; throws if a source returns fewer than 50 rows. A half-loaded page should never shrink the game to ten cards.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Never overwrite curated images.&lt;/strong&gt; Rows are matched by name (or by ticker for companies). If a row already has a local image, the incoming remote URL is ignored. Items that drop out of the top 100 are marked &lt;code&gt;is_active = 0&lt;/code&gt; instead of being deleted, so old archive puzzles still make sense.&lt;/li&gt;
&lt;/ol&gt;

&lt;h3&gt;
  
  
  Images are the real payload
&lt;/h3&gt;

&lt;p&gt;The JSON is tiny; the images are not. The site ships about 700 WebP files: portraits, logos, movie posters, flags, and scans of banknotes and coins from 22 currencies.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;scripts/convert-images-webp.mjs&lt;/code&gt; caps each image at the largest size it can ever be shown at, based on where it is used:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;MAX_SIDE&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;320&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// rendered at 64px in the How-to-play cards&lt;/span&gt;
  &lt;span class="na"&gt;logos&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;512&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// .card-media.logo caps at 220 CSS px&lt;/span&gt;
  &lt;span class="na"&gt;card&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;900&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="c1"&gt;// More/Less card art&lt;/span&gt;
  &lt;span class="na"&gt;bill&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;800&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="c1"&gt;// .guessr-stack.bill caps at 240 CSS px&lt;/span&gt;
  &lt;span class="na"&gt;coin&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;360&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="c1"&gt;// coinPx() tops out at 90 CSS px&lt;/span&gt;
&lt;span class="p"&gt;};&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Currency scans come in at print resolution and never render wider than a couple of hundred CSS pixels, so this alone removed most of the weight. Two details in that script saved me from subtle bugs:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;It refuses to lose transparency.&lt;/strong&gt; Coins are cut out on a transparent background. After encoding, the script checks whether a source with real transparency produced a WebP without alpha, and aborts if so.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;It rewrites paths from what is on disk&lt;/strong&gt;, not from what the current run converted, so an interrupted run can simply be repeated.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Coin photos are cut out with a short NumPy script: estimate the background from the corners, find the coin radius from the 99th percentile of foreground pixels, then apply a smoothstep alpha edge so the coin does not look pasted on.&lt;/p&gt;

&lt;h2&gt;
  
  
  2. "Same puzzle for everyone" without storing a schedule
&lt;/h2&gt;

&lt;p&gt;A daily game needs three properties: everyone gets the same puzzle, it changes at a predictable time, and old days can be replayed.&lt;/p&gt;

&lt;h3&gt;
  
  
  Pick one clock
&lt;/h3&gt;

&lt;p&gt;Puzzles reset at midnight in &lt;strong&gt;America/Denver&lt;/strong&gt;. The date is computed with &lt;code&gt;Intl&lt;/code&gt; and nothing else:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;denverDate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;at&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Date&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;()):&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;Intl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nc"&gt;DateTimeFormat&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;en-CA&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;timeZone&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;America/Denver&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;year&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;numeric&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;month&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;2-digit&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="na"&gt;day&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;2-digit&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;}).&lt;/span&gt;&lt;span class="nf"&gt;format&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;at&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// "2026-10-24"&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The &lt;code&gt;en-CA&lt;/code&gt; locale gives &lt;code&gt;YYYY-MM-DD&lt;/code&gt;, which sorts as a string, so validating an archive date is just &lt;code&gt;raw &amp;lt;= today &amp;amp;&amp;amp; raw &amp;gt;= epoch&lt;/code&gt;. Two cron triggers (06:00 and 07:00 UTC) cover Denver midnight in both daylight and standard time.&lt;/p&gt;

&lt;h3&gt;
  
  
  Seed the randomness with the date
&lt;/h3&gt;

&lt;p&gt;Each game gets its own deterministic random generator, seeded from a string such as &lt;code&gt;2026-10-24:moreless:billionaires&lt;/code&gt;:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="cm"&gt;/** Deterministic 32-bit hash (FNV-1a). */&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;hashString&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;2166136261&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;^=&lt;/span&gt; &lt;span class="nx"&gt;s&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;charCodeAt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;imul&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;h&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;16777619&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="cm"&gt;/** Mulberry32, returns [0, 1). */&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;mulberry32&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;seed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;Rng&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;seed&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;a&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mh"&gt;0x6d2b79f5&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;imul&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;15&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^=&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;imul&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;7&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="mi"&gt;61&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;^&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;t&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;14&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="mi"&gt;4294967296&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rngFor&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;mulberry32&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;hashString&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Seeding per level matters: adding a sixth More/Less level later does not reshuffle the other five.&lt;/p&gt;

&lt;h3&gt;
  
  
  Then freeze it
&lt;/h3&gt;

&lt;p&gt;A seed alone is not enough, because the input data changes. Tomorrow's Forbes list will differ from today's, so regenerating last Tuesday's puzzle would give a different answer. The first request of the day generates the puzzle and stores the result:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;async&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;ensureGame&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;T&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;db&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;date&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;gen&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;T&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;T&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;existing&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nf"&gt;loadRow&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;db&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;date&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;existing&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;parse&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;existing&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="kd"&gt;as &lt;/span&gt;&lt;span class="nx"&gt;T&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;payload&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nf"&gt;gen&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nf"&gt;saveRow&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;db&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;date&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;payload&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// INSERT OR IGNORE&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;saved&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nf"&gt;loadRow&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;db&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;date&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;saved&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;parse&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;saved&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="kd"&gt;as &lt;/span&gt;&lt;span class="nx"&gt;T&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;payload&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;code&gt;INSERT OR IGNORE&lt;/code&gt; followed by a re-read handles the race where two requests generate the same day at once: whichever insert wins, both requests return the stored row. Live data is only refreshed when generating &lt;strong&gt;today&lt;/strong&gt;, so opening an archive date never rewrites the current item table.&lt;/p&gt;

&lt;h3&gt;
  
  
  Make the puzzle fair, not just random
&lt;/h3&gt;

&lt;p&gt;A random pair can be a bad question. &lt;code&gt;buildChain&lt;/code&gt; skips any item that clashes with the previous one, meaning the same item, the same value, or the same &lt;strong&gt;display&lt;/strong&gt; value:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;clashes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;MorelessItem&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;MorelessItem&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;displayValue&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;displayValue&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The last check is the subtle one. Two billionaires worth $5.61B and $5.65B are different numbers, but both render as &lt;code&gt;$5.6B&lt;/code&gt;, and the player sees a coin flip.&lt;/p&gt;

&lt;p&gt;Moneyle has a different fairness problem: the answer must not reach the browser. The puzzle endpoint returns only the blurred banknote image and the list of guessable currencies. Each guess goes to &lt;code&gt;/api/moneyle/guess&lt;/code&gt;, which compares exchange rates on the server and reveals the target only when you win or run out of guesses.&lt;/p&gt;

&lt;h2&gt;
  
  
  3. Anti-flicker: the details that make it feel solid
&lt;/h2&gt;

&lt;p&gt;Most of the polish work was not features. It was removing tiny flashes, jumps, and wrong frames. These were the ones players noticed.&lt;/p&gt;

&lt;h3&gt;
  
  
  Restore before you render
&lt;/h3&gt;

&lt;p&gt;The first version loaded the day's puzzle, rendered the board, and then restored saved progress. If you had already finished, you saw the playable board for a split second before the results screen replaced it.&lt;/p&gt;

&lt;p&gt;The fix is to restore first and only then commit the puzzle to state:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;fetchMorelessToday&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;requestedDate&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;then&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;async &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cancelled&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="nf"&gt;restore&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;date&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;levels&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// answers, level, round, finished&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cancelled&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="nf"&gt;setLevels&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;levels&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;               &lt;span class="c1"&gt;// the board renders only now&lt;/span&gt;
  &lt;span class="nf"&gt;setPuzzleDate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;date&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Progress is stored as an answer log, and the position in the run is derived from it (&lt;code&gt;level = floor(answers / 5)&lt;/code&gt;). Saving both would let them drift apart if the app is killed mid-animation.&lt;/p&gt;

&lt;h3&gt;
  
  
  Never show the previous card's picture
&lt;/h3&gt;

&lt;p&gt;On phones, the right-hand More/Less card sometimes kept showing the previous question's image for up to a second or two. The images were already small; the problem was timing:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;React reused the same image component and only changed its URL. Chrome's &lt;code&gt;&amp;lt;img&amp;gt;&lt;/code&gt; and &lt;code&gt;expo-image&lt;/code&gt; both keep the old picture on screen until the new one has loaded.&lt;/li&gt;
&lt;li&gt;The next card's image only started downloading when it became the current card.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;The fix has two halves. Tie the image to the item so it can never be reused for a different one:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight tsx"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Web&lt;/span&gt;
&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nt"&gt;img&lt;/span&gt; &lt;span class="na"&gt;key&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt; &lt;span class="na"&gt;src&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;imageUrl&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt; &lt;span class="na"&gt;alt&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;name&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt; &lt;span class="na"&gt;loading&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="s"&gt;"eager"&lt;/span&gt; &lt;span class="p"&gt;/&amp;gt;&lt;/span&gt;

&lt;span class="c1"&gt;// Expo&lt;/span&gt;
&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nc"&gt;Image&lt;/span&gt;
  &lt;span class="na"&gt;source&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;uri&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;imageUrl&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;
  &lt;span class="na"&gt;recyclingKey&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="nc"&gt;String&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;
  &lt;span class="na"&gt;cachePolicy&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="s"&gt;"memory-disk"&lt;/span&gt;
  &lt;span class="na"&gt;contentFit&lt;/span&gt;&lt;span class="p"&gt;=&lt;/span&gt;&lt;span class="si"&gt;{&lt;/span&gt;&lt;span class="nx"&gt;fit&lt;/span&gt;&lt;span class="si"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;/&amp;gt;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then prefetch the whole day as soon as the puzzle arrives. That is about 30 small images:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;preloadMorelessImages&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;levels&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;MorelessLevel&lt;/span&gt;&lt;span class="p"&gt;[]):&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;urls&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nb"&gt;Set&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;lvl&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;levels&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;item&lt;/span&gt; &lt;span class="k"&gt;of&lt;/span&gt; &lt;span class="nx"&gt;lvl&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;chain&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;imageUrl&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="nx"&gt;urls&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;item&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;imageUrl&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nx"&gt;Image&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;prefetch&lt;/span&gt;&lt;span class="p"&gt;([...&lt;/span&gt;&lt;span class="nx"&gt;urls&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;memory-disk&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// expo-image&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;On the web the same loop creates &lt;code&gt;new window.Image()&lt;/code&gt; objects so the files land in the browser cache.&lt;/p&gt;

&lt;h3&gt;
  
  
  Do not start a timer the player cannot use
&lt;/h3&gt;

&lt;p&gt;Money Guessr gives you five seconds to look at a pile of cash. If the images are still loading, those five seconds are wasted. The round therefore waits for that round's images, with a cap so a slow network cannot hang the game:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;waitForImages&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;urls&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;[],&lt;/span&gt; &lt;span class="nx"&gt;timeoutMs&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;race&lt;/span&gt;&lt;span class="p"&gt;([&lt;/span&gt;
    &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;all&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;urls&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;map&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;loadImage&lt;/span&gt;&lt;span class="p"&gt;)).&lt;/span&gt;&lt;span class="nf"&gt;then&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="kc"&gt;undefined&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="k"&gt;void&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;resolve&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;setTimeout&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;resolve&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;timeoutMs&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
  &lt;span class="p"&gt;]);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;waitForImages&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;uniqueImageUrls&lt;/span&gt;&lt;span class="p"&gt;([&lt;/span&gt;&lt;span class="nx"&gt;puzzles&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;round&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;??&lt;/span&gt; &lt;span class="p"&gt;[]]),&lt;/span&gt; &lt;span class="mi"&gt;2500&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;then&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;startClock&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;code&gt;loadImage&lt;/code&gt; also awaits &lt;code&gt;img.decode()&lt;/code&gt;, so the picture is ready to paint, not just downloaded. The countdown itself uses &lt;code&gt;requestAnimationFrame&lt;/code&gt; and &lt;code&gt;performance.now()&lt;/code&gt; with a &lt;code&gt;setTimeout&lt;/code&gt; fallback, so a dropped frame does not stretch the five seconds.&lt;/p&gt;

&lt;h3&gt;
  
  
  Reserve space before content arrives
&lt;/h3&gt;

&lt;p&gt;The rest is plain layout hygiene:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Fixed &lt;code&gt;min-height&lt;/code&gt; on the Guessr table and result areas, and &lt;code&gt;aspect-ratio: 1&lt;/code&gt; on Connections tiles, so the layout does not jump when images load.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;font-display: swap&lt;/code&gt; on self-hosted, subset WOFF2 fonts.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;min-height: 100dvh&lt;/code&gt; with a &lt;code&gt;100vh&lt;/code&gt; fallback, so the mobile URL bar collapsing does not resize the board mid-game.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  4. One backend, two front ends
&lt;/h2&gt;

&lt;p&gt;The Android app arrived about a month after the site. The goal was simple: the same puzzles, the same scores, and the same account on both.&lt;/p&gt;

&lt;h3&gt;
  
  
  Same API, separate UI
&lt;/h3&gt;

&lt;p&gt;The Expo app talks to the same Worker at &lt;code&gt;https://moneygames.cc&lt;/code&gt;. The UI is written separately in React Native, because a card grid in CSS and a card grid in Flexbox are different enough that sharing components would have cost more than it saved. The rules are shared by contract: scoring constants, share text, and puzzle numbering are mirrored in &lt;code&gt;mobile/src/lib/config.ts&lt;/code&gt;, and the server recomputes scores itself in &lt;code&gt;worker/progress.ts&lt;/code&gt;. Relative asset paths from the API are resolved to absolute URLs on the app side:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;assetUrl&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;undefined&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;startsWith&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;http://&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;startsWith&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;https://&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;API_ORIGIN&lt;/span&gt;&lt;span class="p"&gt;}${&lt;/span&gt;&lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;startsWith&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;/&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;path&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="s2"&gt;`/&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;path&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Duplicating a hundred lines of logic is a trade-off. If I add a third client, those rules move into a shared package.&lt;/p&gt;

&lt;h3&gt;
  
  
  Sign-in that works in a browser and in an app
&lt;/h3&gt;

&lt;p&gt;The web uses an HTTP-only session cookie. The app cannot share a browser cookie jar, so it uses a bearer token, and the Worker accepts either:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nf"&gt;bearerToken&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;request&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="nf"&gt;getCookie&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;request&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;SESSION_COOKIE&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Google sign-in in the app opens the system browser with &lt;code&gt;WebBrowser.openAuthSessionAsync&lt;/code&gt;. After the OAuth callback, the Worker does &lt;strong&gt;not&lt;/strong&gt; put the session token in the redirect URL. It stores a short-lived, hashed one-time code, redirects to &lt;code&gt;moneygames:///auth?code=...&lt;/code&gt;, and the app exchanges that code for a session with a &lt;code&gt;POST /api/auth/exchange&lt;/code&gt;. The code is deleted on use, and redirect targets are checked against an allowlist so the flow cannot be pointed at another app.&lt;/p&gt;

&lt;h3&gt;
  
  
  Progress sync and conflicts
&lt;/h3&gt;

&lt;p&gt;Guests keep progress in &lt;code&gt;localStorage&lt;/code&gt;, or AsyncStorage in the app. Signed-in players also write to &lt;code&gt;/api/progress&lt;/code&gt;. The interesting case is playing on two devices: which copy wins?&lt;/p&gt;

&lt;p&gt;Timestamps alone are wrong. A phone with a stale clock, or an old tab saving late, could overwrite a finished run with a half-finished one. So the client compares &lt;strong&gt;how far along&lt;/strong&gt; each copy is first, and only falls back to time when they are equal:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;localRank&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;progressRank&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;local&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;   &lt;span class="c1"&gt;// e.g. answers.length&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;remoteRank&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;progressRank&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;remote&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;state&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;remoteRank&lt;/span&gt; &lt;span class="o"&gt;!==&lt;/span&gt; &lt;span class="nx"&gt;localRank&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;remoteRank&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;localRank&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;remote&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;local&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;remote&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;updatedAt&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="nx"&gt;local&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;updatedAt&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="nx"&gt;remote&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;local&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The server adds a second guard in the upsert itself, so an older write can never replace a newer one:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight sql"&gt;&lt;code&gt;&lt;span class="k"&gt;INSERT&lt;/span&gt; &lt;span class="k"&gt;INTO&lt;/span&gt; &lt;span class="n"&gt;puzzle_progress&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;user_id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;puzzle_date&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;state_json&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;updated_at&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="k"&gt;VALUES&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;?&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;?&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;?&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;?&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;?&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="k"&gt;ON&lt;/span&gt; &lt;span class="n"&gt;CONFLICT&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;user_id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;game&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;puzzle_date&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;DO&lt;/span&gt; &lt;span class="k"&gt;UPDATE&lt;/span&gt; &lt;span class="k"&gt;SET&lt;/span&gt;
  &lt;span class="n"&gt;state_json&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;excluded&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state_json&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="n"&gt;updated_at&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;excluded&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;updated_at&lt;/span&gt;
&lt;span class="k"&gt;WHERE&lt;/span&gt; &lt;span class="n"&gt;excluded&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;updated_at&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="n"&gt;puzzle_progress&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;updated_at&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;When a guest signs in, everything in local storage is pushed up, so the streak they built before registering is not lost.&lt;/p&gt;

&lt;h3&gt;
  
  
  Shipping the app
&lt;/h3&gt;

&lt;p&gt;The app is built with EAS. &lt;code&gt;appVersionSource: "remote"&lt;/code&gt; plus &lt;code&gt;autoIncrement: true&lt;/code&gt; lets EAS own the Android &lt;code&gt;versionCode&lt;/code&gt;, so I only bump the human-facing version in &lt;code&gt;app.json&lt;/code&gt;. The website deploys in about a minute, and the app takes a store review. That gap is one more reason to keep game rules on the server: a scoring fix on the Worker reaches app users immediately.&lt;/p&gt;

&lt;h2&gt;
  
  
  5. Bonus: an SPA and Google do not get along by default
&lt;/h2&gt;

&lt;p&gt;Two Search Console problems are worth sharing, because both come from the SPA setup.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Soft 404s.&lt;/strong&gt; Every game route returned the same empty &lt;code&gt;index.html&lt;/code&gt;, so Google saw identical, contentless pages and flagged them as soft 404s. The fix: add the game routes to &lt;code&gt;run_worker_first&lt;/code&gt; in &lt;code&gt;wrangler.jsonc&lt;/code&gt;, and have the Worker inject a real title, description, canonical link, JSON-LD, and a "How to play" section into the root element. React then replaces that HTML on load, and crawlers get a real page.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;"Couldn't fetch" on the sitemap.&lt;/strong&gt; With &lt;code&gt;not_found_handling: "single-page-application"&lt;/code&gt;, a missing or misrouted &lt;code&gt;/sitemap.xml&lt;/code&gt; falls back to &lt;code&gt;index.html&lt;/code&gt; with a &lt;code&gt;200 OK&lt;/code&gt;, which is not XML. The Worker now generates the sitemap and &lt;code&gt;robots.txt&lt;/code&gt; itself from the same list of pages that drives the crawler HTML, so the two can never disagree.&lt;/p&gt;

&lt;h2&gt;
  
  
  What I would tell myself on day one
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Freeze daily content once it is generated.&lt;/strong&gt; Seeds give you reproducibility only while the input data stays the same.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Treat live data sources as unreliable.&lt;/strong&gt; Isolate them, validate row counts, and keep yesterday's data as the fallback.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Most "slow" UI is really a timing problem.&lt;/strong&gt; Key your images, prefetch what comes next, and restore state before the first render.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Resolve sync conflicts by progress, not by clock.&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;One Worker goes a long way.&lt;/strong&gt; API, static files, crawler HTML, cron jobs, and the sitemap all fit in one deploy.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;You can play today's puzzles at &lt;a href="https://moneygames.cc" rel="noopener noreferrer"&gt;moneygames.cc&lt;/a&gt;. I would love feedback, especially on difficulty: which game felt too easy or too hard? Ask me anything about the stack in the comments.&lt;/p&gt;

</description>
      <category>webdev</category>
      <category>react</category>
      <category>cloudflare</category>
      <category>gamedev</category>
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