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Levels
Used
Daily
Packs
Delivery
Anagram Dash
Its own groups, not the word bank. Each is a subject with a difficulty and fourteen terms, dealt in order: 3 letters, then 4, and so on up to 16. A term may be several words; spaces don't count.
Anagram Dash
One hard subject a day, the fourth card on the game's Daily page: twelve terms, one of each length from 5 to 16 letters, difficulty 4 or 5, themed on the country's events. A day that has begun is locked.
Phrase Hunt
Its own levels, not the word bank. A level is three rounds; each is a category and a phrase whose letters start as blanks. Spaces and marks (' - ״ ׳) show from the start; every letter must be on the language's keyboard. Break levels are timed; a level with a date is that day's daily, in guess mode: only each round's free letters (5, 6, 7), then 3 guesses.
Spell It
Its own levels, not the word bank. A level is up to 10 rounds (the last is the gold boss word); each round is the answer picture, up to 3 others beside it, and letter tiles: the answer's letters plus its decoys. Names come from img/images.json in this language and must be one word of letters only — answers 3–8 letters, others 3–10 — and no other may be spelled from the answer's letters. Break levels are 5 rounds; a level with a date is that day's daily: 8–10 rounds of 6–8 letters, 4 cards, twins and look-alikes.
Word Trail
Its own levels, not the word bank. A level is a round or two; each names a group, the words to find (one word of letters each, 3–10 tiles) and its traps — words of other groups that cost time when traced — and how the board is laid. The file keeps words, never boards: the game builds each board from the level's seed, and so does this page. A level with a date is that day's daily: 6x6 snakes, ending on the boss trail.
Journey levels
Deliver all
Every place the game reads from, in every language. Tick what goes: one click sends the ticked places to STAGE in a single Hosting deploy, and another promotes what STAGE has to PROD.
Remote Config
Build
Raises the version, builds on the Mac, uploads to App Distribution and TestFlight, and tags the commit.
Store
What the App Store and Google Play show, what the repo says they should, and what has fallen behind the game.
Sound suites
A suite is one voice for a whole game: every cue it makes, each with a note on how it fits the set. The files themselves live in the Library — a suite chooses from it, so the same sound can serve several suites and outlives them all.
Sound library
Every sound there is, in a suite or not. Add files, listen to them and write down what each one is; put them in a suite whenever there is one that wants them.
In the game
Every sound the game asks for, the clips it answers with, and each moment in play that asks. Give a cue a different sound or volume here; it reaches the game when the change is applied to the project and built.
How a change reaches the game
- Ask for it here. Change sound… on a cue: choose clips from the library or the project, set the volume, say why. It waits on the cue, for anyone to see.
- Press Apply. The Mac writes every waiting change into the project (new files in
Assets/AppAssets/Sounds/Cues/,SoundLibrary.assetrewritten), commits it to SoliWordsmain, and redeploys this page so it shows what now ships. The run is Apply sounds on GitHub Actions. - Build it from the Build page, and pull
mainbefore your next commit.
Only quieter or louder, on a build already out? Remote Config › Sound › Effect volumes overrides a cue's level without a build.