I've started playing around with the localStorage API in #FingerMaze. Now it will remember the last maze you played and automatically open the menu to allow you to start a new one when you reach the end.
I know nobody cares, but I've made some dramatic (and personally very satisfying) layout improvements to #FingerMaze
https://dropthemath.oblomov.eu/fm/
There's even a short built-in help system if you click on the input method icons on the top right, that works almost as intended except for this #Firefox missing feature:
https://bugzilla.mozilla.org/show_bug.cgi?id=1856460
I think the next step is probably an “options” system to plug in the “hamburger” menu in the top left.
Anyway, I really don't feel like coding such a compression algorithm at the moment, so I've been focusing on improving the #FingerMaze presentation, which is … not easy. Here's what I would like to do: the maze is always defined in “landscape” mode (rows <= cols), and it should always fit the viewport. When the viewport aspect ratio doesn't match the maze orientation, the maze is rotated to fit (and movement is correctly remapped).
Simple right?
AHAHAHA NO.
For what it's worth, I (think I) fixed the “caption menu” for #FingerMaze when shown in portrait mode (such as on cellphone screens).
http://dropthemath.oblomov.eu/fm/
BTW, did you know that the game features a “hard” mode enabled by adding the 'explore' query option?
Try this for example:
If you don't care about math, but like mazes instead, I also have a #proceduralGeneration for mazes whose results can be used reasonably well even on a #touchScreen. And if you set the number of rows and columns in the proper aspect ratio, you can even print them for your kids to play on paper.