June Solstice Game Jam Submission
This is a submission for the June Solstice Game Jam
This installment brings a Firebase build to Midsommer Madness via Antigravity CLI. The Midsommer Madness web app is deployed to Firebase Web Hosting and the Maypole was saved!
What I Built
When it comes to Summar Solstaceβββthe place to be is Sweden. It is one of the highlights of the calendar.
This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming!
Now you can get it with Firebase enhancements!
FireBase Console
The full project was imported to the Firebase Console:
Just show me the Code!!!
GitHub Repo is here:
GitHub - xbill9/midsommer-firebase
Midsommer Madness with Firebase
So how can we use Firebase to enhance the project?
Github and Skills!
The GitHub repository has been successfully linked to your Firebase project midsommer-madness .
### What was configured:
1. GitHub Secrets: A service account ( github-action-1273534909 ) with Firebase Hosting admin permissions was
created, and its credentials were uploaded to your GitHub repository secrets as
FIREBASE_SERVICE_ACCOUNT_MIDSOMMER_MADNESS .
2. GitHub Actions Workflows: Two workflow files were generated and pushed to your GitHub repository:
β’ firebase-hosting-pull-request.yml: Deploys a preview channel of the game whenever a PR is created against
the master branch.
β’ firebase-hosting-merge.yml: Automatically deploys the latest version to the live Firebase Hosting site
whenever a PR
is merged (or a commit is pushed) to the master branch.
3. Agent Skills: Installed Firebase Agent Skills in the repository to make it easier for agents to help you with
Firebase configurations in the future.
> /skills
βΏ Exited /skills command
What else?
> how is firebase enhancing the project
β Read(/home/xbill/midsommer-firebase/lib/main.dart) (ctrl+o to expand)
Firebase enhances the Midsommer Madness project in four primary ways, turning it from a simple local game into a
connected, production-ready mobile application:
### 1. π Global Cloud Leaderboard (Cloud Firestore)
β’ Real-Time Synchronization: Instead of keeping scores local to one device, it uses Firestore to sync high
scores globally. Players are ranked in real time against others on a Top 10 leaderboard.
β’ Offline Resiliency: It acts as a fallback system. If a player is offline, the app saves scores to device cache
( SharedPreferences on mobile, localStorage on web). Once connectivity returns, it synchronizes gracefully
without crashing or interrupting gameplay.
### 2. π Gameplay Analytics (Firebase Analytics)
β’ Event Tracking: Telemetry events like leaderboard_fetched and high score submissions are tracked.
β’ Player Behavior: It records details such as the submitted score, the levels played, and character names,
providing insight into game balance, player engagement, and high score distributions.
### 3. π Error Tracking & Stability (Firebase Crashlytics)
β’ Dart & Flutter Crash Reporting: Captures native app crashes or Flutter rendering exceptions instantly.
β’ JavaScript Bridge Error Logging: Uncaught JavaScript errors inside the WebView game loop are caught by game.
js and forwarded to Crashlytics via the LeaderboardChannel JavaScript channel. This allows you to debug
client-side web bugs directly inside the Firebase Console.
### 4. β‘ Performance Metrics (Firebase Performance Monitoring)
β’ Custom Network Traces: Measures the request latency of fetching and saving leaderboard scores (using custom
traces get_leaderboard_scores and save_leaderboard_score ).
β’ Slow Load Detection: Ensures that network calls to Firestore do not freeze the UI or lag the 60Hz physics
update loop of the game.
My Lingonberries are ripening- get to work!
How do you deploy this?
> make help
β Bash(make help) (ctrl+o to expand)
Here is the updated output of the make help command:
========================================================================
πΈπͺ Midsommer Madness Flutter Build & Development Controls πΈπͺ
========================================================================
Available commands:
make dev - Start the local web server for browser play (from assets/)
make build-apk - Compile the Flutter App and build Debug APK
make build-ios - Compile the Flutter App and build iOS app (no codesign)
make clean - Clean Flutter build outputs and temporary caches
make logcat - Monitor application logs using Flutter logger
make deploy - Deploy the game to Firebase Hosting (manual bypass)
make firebase-logs - Fetch the latest cloud logs from Google Cloud / Firebase
make firebase-emulators - Start local Firebase Emulator Suite (Firestore & Hosting)
make deploy-preview - Deploy a temporary preview channel to Firebase Hosting
make firebase-status - Check current Firebase project configurations
make deploy-rules - Deploy security rules for Cloud Firestore
Note: Pushing/merging to 'master' on GitHub automatically triggers deployment.
========================================================================
Getting Firebase logs:
> make firebase-logs
β Bash(make firebase-logs) (ctrl+o to expand)
Here are the latest Firebase/GCP cloud logs fetched from your project:
TIMESTAMP SEVERITY TYPE TEXT_PAYLOAD MESSAGE
2026-06-18T16:34:32.784748Z NOTICE audited_resource
2026-06-18T16:33:37.512215Z NOTICE audited_resource
2026-06-18T16:11:41.516983584Z NOTICE service_account
2026-06-18T16:11:40.698356Z NOTICE project
2026-06-18T16:11:40.054007713Z ERROR service_account
2026-06-18T16:10:45.753536986Z ERROR service_account
2026-06-18T16:10:29.417088907Z NOTICE service_account
2026-06-18T15:43:46.907263Z NOTICE audited_resource
2026-06-18T15:38:51.598698444Z NOTICE audited_resource
2026-06-18T15:38:49.452718Z NOTICE audited_resource
2026-06-18T15:32:56.365232Z NOTICE audited_resource
2026-06-18T15:32:37.077690Z NOTICE audited_resource
2026-06-18T15:31:45.425200Z NOTICE project
2026-06-18T15:31:43.935218Z ERROR project
2026-06-18T15:31:42.933069Z ERROR project
2026-06-18T15:28:42.228633Z NOTICE project
2026-06-18T15:28:41.473570627Z NOTICE service_account
2026-06-18T15:27:38.230991Z NOTICE project
2026-06-18T15:27:37.538742814Z NOTICE audited_resource
2026-06-18T15:27:37.168036Z NOTICE audited_resource
Getting Firebase Status:
>make firebase-status
β Bash(make firebase-status) (ctrl+o to expand)
Here is the output of the make firebase-status command:
Checking active Firebase project list...
npx -y firebase-tools projects:list
- Preparing the list of your Firebase projects
β Preparing the list of your Firebase projects
make install-apk - Install the compiled debug APK on a connected device/emulator
β Preparing the list of your Firebase projects
ββββββββββββββββββββββββ¬ββββββββββββββββββββββββββββββ¬βββββββββββββββββ¬βββββββββββββββββββββββ
β Project Display Name β Project ID β Project Number β Resource Location ID β
ββββββββββββββββββββββββΌββββββββββββββββββββββββββββββΌβββββββββββββββββΌβββββββββββββββββββββββ€
β Midsommer Madness β midsommer-madness (current) β 8002619985 β [Not specified] β
ββββββββββββββββββββββββ΄ββββββββββββββββββββββββββββββ΄βββββββββββββββββ΄βββββββββββββββββββββββ
The active project is correctly marked as midsommer-madness (current).
App Debugging
The local Antigravity CLI has full access to the source code and with the Firebase skillsβββit can be use for remote debugging:
I found the root causes of the freeze/shaking behavior on Game Over:
### 1. π HTML Nesting Bug (Why it didn't end / show Game Over)
There was a missing closing </div> tag for the #screenIntro (Level Intro) overlay in index.html.
β’ The issue: Because the intro screen div was never closed, the Game Over Screen ( #screenGameOver ) and Victory
Screen ( #screenVictory ) divs were parsed as nested children of the intro screen.
β’ The result: Since the intro screen is hidden ( display: none; ) during gameplay, the Game Over screen was also
hidden by inheritanceβeven when the game engine correctly updated its class to .active ! The screen stayed
blank, showing only the canvas background.
### 2. π³ Screen Shake Jitter Loop (Why it stayed "gittery")
β’ The issue: When you die or take damage, the game triggers a screen shake ( shakeIntensity > 0 ). This
intensity is normally decremented and decayed back to 0 inside the game's update() loop.
β’ The result: However, on death, the game state immediately transitions to GAMEOVER , which halts the update()
loop. Because update() was no longer running, shakeIntensity was never decremented, causing the rendering
engine to render the canvas with a randomized shake offset on every frame forever.
### π Solution Applied:
β’ HTML Fix: Correctly closed the #screenIntro overlay in index.html so that the Game Over card sits on its
own layer.
β’ State Manager Fix: Added shakeIntensity = 0; to both the GAMEOVER and VICTORY state transitions in
game.js to immediately neutralize any ongoing screen shake when the game ends.
These fixes have been committed and pushed to master , and the live version at https://midsommer-
madness.web.app is currently auto-updating. Try refreshing the game page in a minute to test the fix!
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
> how can I test local
You can test the game locally in a few different ways depending on what you want to test:
### 1. π Test Web Game in Browser (Fastest)
To test game changes locally in your browser:
make dev
β’ What it does: Starts a lightweight HTTP server on your machine serving the static files inside the assets/
directory.
β’ How to play: Open your browser and go to the local address outputted in your console (e.g.,
http://localhost:8080 ).
ββββββ
### 2. π₯ Test Firebase Features Locally (Emulators)
To test Firestore leaderboard database sync and mock hosting without touching production data:
make firebase-emulators
β’ What it does: Starts the local Firebase Emulator Suite (hosting, firestore database, etc.) on your machine.
β’ How to play: Open the local hosting emulator link printed in your terminal. You can check the database records
in the emulator UI dashboard (usually http://localhost:4000 ).
ββββββ
### π± 3. Test the Android App Wrapper
If you have an Android device or emulator running:
1. Build the debug APK:
make build-apk
2. Install it on your device/emulator:
make install-apk
3. Monitor the live app logs for errors/messages:
make logcat
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
> make dev
β Bash(make dev)
β ManageTask(Task: cccfd6c1-93d3-48aa-be84-ea0d884dfe4f/task-323) (ctrl+o to expand)
The local development server has been started in the background.
You can play and test the game locally in your browser at:
π http://127.0.0.1:8081
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
> ok local version works. how do I test web
β Bash(gh run list --limit 3) (ctrl+o to expand)
The automated GitHub Action deployment workflow for your latest fix ("Fix nested screenGameOver...") has already
completed successfully!
You can play and test the live web version right now at:
π https://midsommer-madness.web.app
(Note: If you don't see the changes immediately, you may need to force-refresh your browserβusually Ctrl + F5
or Cmd + Shift + R βto clear your browser's local asset cache).
Run it on the Web!
The current version is now available at:
Midsommer Madness - Swedish Retro Arcade
https://midsommer-madness.web.app
Watch the Leader Board
Looks like Rolfe has been skilling up!
Level Design
The key levels include:
- IKEA Warehouse: Battle crowded, flatpack-carrying shoppers who throw box projectiles at you.
- Systembolaget: The state-owned liquor shop crowded with drunk Swedes stumbling and lobbing green beer bottles.
- LΓΆrdagsgodis: Sugar rush Saturday! Dodge hyperactive, strung-out Swedish kids throwing sweet candy projectiles.
- The Swedish Pub: Sing along with Frank Zappa fans singing βBobby Brownβ (shouting and firing glowing letters B, O, B, B, Y).
- Volvo Highway: A survival lane-crossing level whereβ¦
This is Fun! How do I add my own levels?
Antigravity CLI has full visibility into the game:
> add a godis level where strung out kids throw lordagsgodis βΈ Thought for 2s, 525 tokens Considering Level Placement I will search for level ID checks referencing level 9 in game.js to prepare for adding a 10th level. β Search(Search for lvl.id === 9 checks) (ctrl+o to expand) I will view lines 495 to 585 in game.js to inspect the current level configurations. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) βΈ Thought for 2s, 1.8k tokens Sequencing the Levels I will view the setLevelAudioMode method in game.js to prepare for adding Level 3 "LΓΆrdagsgodis". β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will update the setLevelAudioMode method in game.js to map the scales and tempos for the 10-level layout. β Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view the current level checks in tickSequencer inside game.js to prepare the next set of replacements. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will shift the level conditionals in the music sequencer tickSequencer method to accommodate the 10-level progression. β Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 920 to 935 of game.js to locate the exact Maypole check in initLevel . β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1060 to 1070 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1290 to 1300 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1360 to 1375 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1370 to 1385 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1460 to 1475 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will update the level ID checks for the final Maypole level from 9 to 10 and register the candy-throwing kids target name in the HUD. β Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view the start of the levels array in game.js to prepare the level insertion edit. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 545 to 585 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) βΈ Thought for 3s, 1.2k tokens Refining The Level Design I will update the levels array in game.js to insert LΓΆrdagsgodis as Level 3, shift subsequent level IDs, and re-calculate scores. β Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 950 to 985 of game.js to locate the spawnEnemy switch statement. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 985 to 1010 of game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will add the "kid" case to the spawnEnemy switch block. β Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) βΈ Thought for 3s, 2.1k tokens Considering Projectile Design I will search for class ZappaFan in game.js to locate a suitable place to insert CandyKid and Lordagsgodis . β Search(Search for ZappaFan in game.js) (ctrl+o to expand) I will view lines 2120 to 2145 in game.js. β Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will insert the CandyKid and Lordagsgodis class definitions in game.js right after the Drunkard class. β Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 275 to 325 of index.html. β Read(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand) I will update index.html to add Level 3 LΓΆrdagsgodis to the sidebar levels tracker and update levels 4 through 10. β Edit(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand) I will run a syntax check on game.js using node to ensure the new classes and level configurations are syntax-error free. β Bash(node -c game.js) (ctrl+o to expand) I will view lines 20 to 45 of game_overview.md to inspect the levels sequence list. β Read(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand) I will update game_overview.md to describe the 10-level layout including LΓΆrdagsgodis. β Edit(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand) I have successfully added the LΓΆrdagsgodis level to Midsommer Madness, featuring hyperactive, sugar-rushed children throwing Saturday candy at Sven!
Summary of Changes
- Level Setup ( game.js ): * Inserted LΓΆrdagsgodis as game.js in the levels array, shifting following levels up to Level 10 (ABBA Disco). * Updated all final-level check logic throughout game.js from Level 9 to Level 10.
- Added CandyKid & Lordagsgodis Classes ( game.js ): * Defined game.js and game.js right after the Drunkard class. * Behavior: * CandyKid has high speed (1.8), low health (35), and throws sweets rapidly. * Kids shiver/vibrate rapidly on screen to depict their extreme sugar rush. * Lordagsgodis are fast-moving candy projectiles (round jelly drops, square sweet gel blocks, and candy star crosses) that rotate in flight and come in a variety of bright colors.
- Music & Audio: * Modified game.js to include a happy, hyperactive 150 BPM C Major chiptune track for Level 3 (LΓΆrdagsgodis). * Shifted level conditions in game.js to map Levels 8, 9, and 10 to their respective custom chiptune hooks.
- UI & Documentation: * renumerated the sidebar tracker list in index.html to show the 10-level layout. * Updated the level progression descriptions in game_overview.md.
Phew! That was a lot!
This installment covered extending the Midsommer madness app with Firebase tools to back the web based versions. Future enhancements under consideration include using crashalytics across mobile platforms.
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