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Sparkles Mnemecha

Memory Game

Mnemecha

Mnemecha reinvents the classic Simon memory toy as a 3D first-person experience that runs smoothly in the browser, even on mobile. The goal was to keep the rules instantly understandable for a three-year-old while making the presentation feel modern and alive.

The Challenge

The original Simon format is a flat panel of four colored buttons. Translating that into a first-person 3D space risked making the game harder to read, not more fun. I needed the color sequences to stay perfectly legible as they sped up, while the camera, lighting and audio carried the sense of tension that makes the toy addictive.

The Approach

I built the scene in real time with Threlte so every panel, glow and sound reacts immediately to player input. Sequences grow one step longer each round and accelerate, satisfying audio feedback confirms every press, and an optional cyber visual mode changes the whole mood without touching the rules. Everything is tuned to stay smooth at a steady frame rate on a phone.

Tech Choices

SvelteKit and Threlte gave me a reactive component model on top of Three.js, so game state and 3D rendering share the same source of truth. Cloudflare Workers host the build at the edge for fast loads worldwide. I leaned on Claude Code to move quickly from prototype to polished release.

What I Learned

The biggest lesson was that restraint beats spectacle: the moment the sequence reading felt even slightly ambiguous, the fun evaporated. Shipping a 3D game that performs on mobile forced disciplined budgeting of draw calls and audio, and that discipline became the foundation for the reusable game kit that followed.

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© 1970 Joshua Folkken