# Wordle Clone -- Brainstorm Intent ## Core Premise A 5-letter, 6-attempt word-guessing game with green/yellow/gray positional feedback -- familiar Wordle mechanics reimagined around fairness, learning, and adaptive challenge rather than raw competition. ## Key Differentiators from Original Wordle ### Adaptive Difficulty - Track per-word global average attempts. Words self-sort into difficulty tiers organically -- no manual labeling. - Hidden MMR/skill rating drifts with player performance vs. global averages. Surfaceable as badges, not a raw number. - System starts players at mid-complexity words. Difficulty adjusts over time based on their performance against global averages for each word. ### Computer Baseline Solver - Pre-compute solves for every word using known algorithms. This produces a difficulty reference independent of player volume. - The same solver engine powers: word difficulty ranking, difficulty-tier assignment, and solvability validation. - Post-solve: show optimal solver replay as a teaching moment alongside the player's own path through the word. ### Percentile Ranking (Not Absolute) - Result display: percentile among all players who guessed the same word (e.g. "top 15%" not "#14,327"). - More meaningful and less demoralizing than absolute rank. Removes toxicity from leaderboards. ### Streak Quality Weighting - Streaks on harder words count more than streaks on easier words. - Percentile ranking plus quality-weighted streaks together create a "leaderboard without toxicity." ### Standardized Hints (Attempts 5-6) - Weak hint on attempt 5, stronger hint on attempt 6. Same hints for every player on a given word. - Keeps global stats comparable. Fair: strong players solve in <=4 attempts anyway. Serves as a retention mechanic for struggling players. ### Post-Solve Learning Layer - Word definition, etymology, example sentence, and picture/illustration shown after solving. - Transforms the game into a vocabulary-learning experience. ### Word Bank - Curated by recent internet usage frequency (last ~5 years). No obscure or archaic words. - Words are validated by the computer solver baseline before entering the pool. ### Daily Word --> Infinite After-Play - One daily word shared by all players (the "event"). - After completing or failing the daily, players may continue with more words from the pool as long as they want. ## V1 Scope **In:** - 5-letter word length, 6 attempts, green/yellow/gray feedback with highlighted keyboard - Adaptive difficulty with computer baseline solver and organic word-tier emergence - Percentile ranking on results screen - Quality-weighted streak tracking - Standardized hints on attempts 5 and 6 - Post-solve learning: definition, etymology, example sentence, picture - Daily word with infinite after-play flow - Word bank curated by recent internet usage frequency - Lifetime statistics with attempt-count histogram - Computer-guess subgame (player picks word, computer solves -- teaches strategy, measures word complexity) **Out (post-V1):** - Real-time 2-player mode (both guess same word simultaneously) - Variable word length (3-7 letters) - Position-blind hard mode (yellow/gray only, no green) - Rotating-target-word chaotic variant - User-submitted words (rejected permanently) - Time-penalty mechanics (rejected permanently) ## Core System Insight The computer baseline solver, adaptive difficulty engine, and word-bank curation form a single integrated system. One solver drives ranking, tiering, and validation. Percentile ranking and quality-weighted streaks together make leaderboards meaningful without breeding toxicity. Standardized late-game hints are a retention feature, not a compromise.