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Devlog

The Game Finally Has a Face

2026-06-27

At the end of Milestone 1 we had a working game loop — but when you launched the game, you went straight into gameplay. No menu, no navigation, nothing. Just a hook and some fish.

That sounds like a minor detail, but it isn't. Without a menu screen, a game doesn't feel like a game. A visitor wants to be welcomed at the door.

Main Menu

Our first real screen: a logo, buttons, a background. The game now had an entrance. A reason to walk in.

Building the main menu made us realize something: every panel is its own design decision. Where does the leaderboard sit? How does the settings menu open? Which corner gets the profile icon? Small questions — but each one shapes the game's identity.

XP and Level System

Milestone 1 had only a score. This milestone added a second progression layer: XP and levels.

SeviyeManager converts end-of-round points into XP. When you level up, a small animation plays. It sounds simple — but the presence of this system changes everything. "One more round" is no longer just about the score; it's also about the next level.

Leaderboard

OnlineKlasmanManager: global rankings. A local best score was no longer enough — we wanted to see where we stood among everyone else.

Adding a competitive dimension moved the game somewhere new. For the first time you could ask: where am I on the board?

10 Languages

Maybe the boldest decision of Milestone 2: building localization in from the start.

Beside Turkish and English we added eight more — Japanese, Korean, German, and others. We could have said "we'll do it later." But every new string added later would be a debt that needed paying. Right moment, right call.

How Far in Six Days

Milestone 1 finished, and six days later came Milestone 2. Main menu, leaderboard, XP system, settings panel, ten languages. Looking back, the pace surprises even us.

The prototype was no longer just a loop. It had a face.

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