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4 changes: 4 additions & 0 deletions .Jules/palette.md
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## 2025-01-24 - Real-time Achievement Feedback in CLI
**Learning:** In terminal-based games, displaying achievement progress (like a live high score) in real-time provides immediate tactile reward and engagement. Furthermore, inclusive UX means ensuring first-time players also receive "New Best" feedback, even when their initial record is zero.
**Action:** Update session-high-score variables immediately upon record-breaking and display them in the live HUD. Ensure achievement conditions (`score > highscore`) don't exclude the first-time user experience.

## 2024-05-30 - Empty States for Achievements
**Learning:** Hiding achievement elements (like high scores) when they are zero or empty removes a key onboarding hook. Providing an explicit, encouraging empty state clarifies what the user is working towards and improves engagement for first-time users.
**Action:** Always provide explicit empty states for data or achievements rather than hiding the UI element.
2 changes: 2 additions & 0 deletions src/main.cpp
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Expand Up @@ -78,6 +78,8 @@ int main() {

if (highscore > 0) {
std::cout << " Personal Best: " << CLR_SCORE << highscore << CLR_RESET << "\n\n";
} else {
std::cout << " Personal Best: " << CLR_SCORE << "None yet! Set a record!" << CLR_RESET << "\n\n";
}

std::cout << "Controls:\n " << CLR_CTRL << "[h]" << CLR_RESET << " Toggle Hard Mode (10x Speed!)\n "
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