Think I know what's happening here! My way of preventing too many keystrokes in quick succession is pretty hacky—basically, if you keypress <300ms after your last physical keypress, it doesn't fire an event. More appropriate would be to only suppress the event if it's <300ms after the last keypress that actually fired an event (vs all keypresses). Will fix ... :P
(The game mechanics should be identical to the iOS app though, with the exception of the occasional high-number tiles provided. Also in my todo list to figure out the algorithm the game uses to generate them, haha.)
(The game mechanics should be identical to the iOS app though, with the exception of the occasional high-number tiles provided. Also in my todo list to figure out the algorithm the game uses to generate them, haha.)