Given / When / Then
Given the "You vs. the LLM" game (site/game.html) open on a mobile phone at the Embeddings level,
When the player tries to play it — the level asks them to drag each word from a bottom tray up into a tall 2D plane,
Then it's effectively unplayable: the plane renders as a near-empty scroll area (the faint cluster zones are invisible on mobile), the word tray sits far below the drop area, and free-form 2D drag-positioning doesn't work with touch + scroll. The interaction model — not the CSS — is wrong for mobile.
Repro
- On a phone, open https://yard.apexscript.com/game
- Advance to the Embeddings level ("Map the meaning space").
- Observe: a large blank plane, words in a tray far below, and no workable way to drag a word into the right region.
Severity
major — one of 11 levels is unplayable on mobile (the dominant audience for a shared game link). Skippable via the SKIP button, but that scores 0.
Fix scope
site/game.html, level2 only — replace the drag-into-2D-plane mechanic with a tap-the-meaning-group picker: one card per word with tappable cluster buttons (ANIMALS / FRUITS / VEHICLES), mirroring the proven mobile-friendly levelCutoff pattern and reusing its cut-* styling. Same lesson (group words by meaning), no dragging. Score = fraction of words in their correct cluster × 100; reveal right/wrong per word; then showResult. (OG share image is already wired to the main site OG — out of scope.) Ships as v3.1.2.
Glossary
| Term |
Definition |
| Tap-to-pick |
Touch-native interaction (tap a choice) replacing drag — already used by the Knowledge-cutoff level. |
| Embedding |
A model's mapping of text to points in space where similar meanings sit close — the concept this level teaches. |
Given / When / Then
Given the "You vs. the LLM" game (
site/game.html) open on a mobile phone at the Embeddings level,When the player tries to play it — the level asks them to drag each word from a bottom tray up into a tall 2D plane,
Then it's effectively unplayable: the plane renders as a near-empty scroll area (the faint cluster zones are invisible on mobile), the word tray sits far below the drop area, and free-form 2D drag-positioning doesn't work with touch + scroll. The interaction model — not the CSS — is wrong for mobile.
Repro
Severity
major — one of 11 levels is unplayable on mobile (the dominant audience for a shared game link). Skippable via the SKIP button, but that scores 0.
Fix scope
site/game.html,level2only — replace the drag-into-2D-plane mechanic with a tap-the-meaning-group picker: one card per word with tappable cluster buttons (ANIMALS / FRUITS / VEHICLES), mirroring the proven mobile-friendlylevelCutoffpattern and reusing itscut-*styling. Same lesson (group words by meaning), no dragging. Score = fraction of words in their correct cluster × 100; reveal right/wrong per word; thenshowResult. (OG share image is already wired to the main site OG — out of scope.) Ships as v3.1.2.Glossary