After a solo game, the player has a score and an emotional reaction. Right now two things compete for attention: entering a name for the leaderboard and... nothing else. The challenge/share mechanic doesn't exist yet.
The question: how do we present two paths — "See where you rank" and "Challenge your friends" — without cluttering the clean total screen? These 12 treatments explore that tension at the pixel level, respecting the game's 30px grid, typography, and spacing.
Leaderboard and Challenge are presented as peers. The player chooses. These treatments assume the name input is above and doesn't collide with the path zone.
These prioritize the challenge/share path. The leaderboard is still accessible but secondary — either through the existing trophy button on intro, or through a smaller link. The bet: challenges drive more growth than leaderboard views.
These lead with "you ranked #XX" — using the competitive ranking as the hook that drives both leaderboard views AND challenge creation. "You're #12. Can your friends beat that?" The ranking is the emotional trigger.
Regardless of treatment, the total screen reveals content over time. This section explores the timing and sequence of reveals. The principle: each step earns the next.
Number climbs from 0 to final score. This is the hero moment. Nothing else visible yet. Pure emotional impact.
Sassy text appears. If ranking is woven in, it appears here too: "You ranked #12. You could calibrate screens for a living." Two pieces of info, one moment.
Input field fades in. Keyboard opens on mobile. This is the current behavior. Player types their name and hits enter.
"Saved!" confirmation. Then the two paths appear: leaderboard and challenge. This is the fork. The player has committed (name saved) and is now ready for the next action.
Remember the last name used (localStorage). Pre-fill and auto-save. The name input still appears (editable) but the paths appear immediately without waiting for manual save. Reduces friction for repeat players.
RECOMMENDEDIf the player skips name entry (score below threshold, or they dismiss it), the challenge path should still be available. The challenge link works with "Anon" as the creator name.
MUST HAVEShowing "You ranked #12 of 847" requires fetching the leaderboard count and finding where the score falls. This is a query we don't currently make on the total screen. Worth it?
One Supabase query: SELECT count(*) FROM leaderboard WHERE score >= [their score]. Returns their rank position. Fast query, small payload. Could run in parallel with score animation.
LOW COSTIf score is below QUALIFY_THRESHOLD (currently 30), they don't enter the leaderboard. We could still show "You scored higher than X% of players" using the total count vs. their position. Or skip ranking entirely for low scores.
"Challenge friends to beat #12" is significantly more motivating than "Challenge friends." The number is concrete. It creates a target. It turns the abstract act of sharing into a specific competitive claim.
HIGH VALUE"You ranked #12" immediately makes people curious: "Who's #1? Who's #11?" The ranking creates a pull toward the leaderboard that doesn't exist today. Currently, most players never see the leaderboard.
Based on the exploration above, the strongest direction combines ranking with both paths in a clean, progressive reveal.
Lead with the ranking. Use it as fuel for both the leaderboard link and the challenge CTA. C1 (rank headline + stacked links) gives more visual prominence. C2 (rank in description + dot-separated links) is more compact.
RECOMMENDEDStacked text links (A4) with the post-name nudge (B3). No ranking query needed. Still offers both paths. Lighter engineering lift. Can add ranking later.
ALTERNATIVEStore the player's name in localStorage. Pre-fill on subsequent plays. Auto-save after a brief delay. This removes the biggest friction point before the share/challenge moment.
EASY WINEven if a player scores below 30 (no leaderboard entry), they should still be able to create a challenge. The challenge path should not depend on qualifying for the leaderboard.
EASY WINThis study explores 12 treatments across 3 strategic directions, plus flow timing, ranking integration, and progressive disclosure. No code has been written for any of these. The existing "Challenge friends" pill button from the previous attempt is still in the codebase and should be removed before implementing a chosen direction.