A2Z-GameSpec-Bench / gdds /small /odd_patch.md
A2Z-GameSpec-Bench's picture
Release A2Z GameSpec-Bench v1.0.0
74343b5
|
Raw History Blame Contribute Delete
39 kB

Find the Odd Shape — Game Design Document

High-Concept

A one-mouse-button speed puzzle. Each round shows three cloth patches; two are identical twins and one differs by exactly one trait (its color or its shape). The player clicks the odd patch as fast as they can. After 15 rounds a results screen reports correct picks, average selection time, and error count.

Platform, Engine, Genre

  • Genre: Odd-one-out reaction puzzle.
  • Platform: PC (Windows/macOS/Linux desktop), 2D, primary input mouse.
  • Engine target: Phaser 4.1, TypeScript, Vite, with sprite rendering, per-frame timing to millisecond precision, and mouse/keyboard/gamepad input (the build runs in a desktop browser and uses the WebGL or Canvas renderer of Phaser).
  • Rendering: 2D flat sprites with soft shadows; fixed 16:9 layout authored at 1920×1080 (DBT-8), scaled to window.
  • Session length: one sitting; a session is 15 rounds (DBT-1); at the 2.00–4.00 s per-round target that is 30–60 seconds of play plus menus.

Design Pillars

  1. The outlier reads in one glance. Only three patches, always in the same three fixed slots (DBT-9), on a plain felt background (DBT-25) with a big 240×240 px silhouette each (DBT-6). Twins are pixel-identical; the odd patch differs in a whole trait dimension (a different hue or a different shape), never a subtle shade. The player never hunts for where to look, only for which one is wrong.
  2. Speed is felt and measured. A live per-round timer (DBT-22) counts up in the corner, a soft shaker pulse in the music bed nudges the pace, and correct picks answer with an instant bright chime. Every millisecond from the trio becoming interactive to the click is recorded and averaged (DBT-23), so getting faster is legible.
  3. Tiny rule surface, honest scoring. One verb: click a patch (V2). One click resolves a round (RT-CLICK). No upgrades, currency, combos, or follow-up systems. The only outputs are correct count, error count, and average time — three numbers the player can chase without learning anything new.

Core Loop

One round runs through the fixed states below. Player-controlled time is only Step 2; the system overhead is 0.65 s (DBT-15), so a round completing in the 2.00–4.00 s target window corresponds to 1.35–3.35 s of scan-and-click.

Step State What happens Time budget
1 RoundReveal The three patches pop-fade in at their slots; not yet clickable; round timer shows 0.00 s. 0.15 s (DBT-12)
2 RoundInteractive Player scans, spots the mismatch, clicks a patch (or number key). Round timer runs (RT-TIMER T1). player-driven (DBT-16 cap)
3 RoundFeedback Click resolves via RT-CLICK; correct/error VFX+SFX play (RT-FEEDBACK); counters and pip update; input locked. 0.30 s (DBT-13)
4 RoundTransition Current trio fades out; next round loads, or Results if this was round 15 (RT-SESSION). 0.20 s (DBT-14)

Session flow: Title → (Ready 0.80 s) → Round 1 … Round 15 → Results → Play Again / Main Menu.

Glossary Of Shared States

These state names are used by every card and are owned by the Session Controller.

  • Title, Options, Ready, RoundReveal, RoundInteractive, RoundFeedback, RoundTransition, Results, Paused — the controller states (see Systems & Controllers).
  • Twin patch — one of the two identical patches in a round: (baseColor, baseShape).
  • Odd patch — the single patch differing by exactly one trait (RT-GEN-ODD).
  • Slot — one of three fixed on-screen positions: Slot 0 = Left, Slot 1 = Center, Slot 2 = Right (DBT-9).
  • Selection time — milliseconds from RoundInteractive start to the resolving input (DBT-22).
  • Resolving input — the single click/keypress (or timeout) that ends a round (RT-CLICK).

Spec Cards

Patch

The cloth swatch. Exactly three exist per round (DBT-2): two twins and one odd patch.

  • Gameplay
    • Identity: a patch is a pair (color, shape) drawn from the color set (DBT-4) and shape set (DBT-5). It is static — no movement, speed, accel, projectile, or cooldown.
    • V1 Hover: pointer enters the patch AABB (DBT-11) while state = RoundInteractive → patch lifts and highlights (raise 8 px, scale 1.03, gold ring 3 px — DBT-18, DBT-30); leaving reverts. Hover has no gameplay effect beyond the highlight; only one patch is highlighted at a time (the one under the pointer).
    • V2 Select: left-click inside the patch AABB, or press the patch's number key (DBT-29), or confirm it while focused → resolve the round via RT-CLICK.
    • Reach / hitbox: 240×240 px axis-aligned box centered on the patch's slot center (DBT-11), regardless of the drawn silhouette, so triangles/stars are as easy to hit as squares. Boxes never overlap: slot spacing is 480 px (DBT-10) and each box is 240 px (DBT-11).
    • Edge cases: clicks while not RoundInteractive, or outside every box, resolve per RT-CLICK rows R3/R5/R6.
  • Systems
    • Twin patches are (baseColor, baseShape); the odd patch is constructed by RT-GEN-ODD. Exactly one trait dimension differs, never both, never zero.
    • No stats, leveling, or upgrades modify a patch.
  • Economy
    • Clicking a patch spends the round's single resolving input and contributes ±1 to Correct or Errors (see Session & Scoring). No currency, no reward drops.
  • AI
    • None. A patch never acts, moves, or targets; it only waits to be clicked. (Content selection for the trio is the Trio Generator, not the patch.)
  • Art
    • Style: a cut piece of felt/craft cloth — solid fill in its trait color, cut to its trait silhouette, with a stitched dashed border inset 8 px at 4 px stroke (DBT-28) in a slightly darker tone of the fill, a faint woven-fabric texture overlay (5% opacity), and a soft drop shadow (offset 0/+6 px, blur 12 px, 25% black) so it sits above the felt board.
    • Scale: fits inside the 240×240 px box (DBT-6); silhouette occupies 90% of the box.
    • Silhouettes (DBT-5): Circle (full disc), Square (8 px rounded corners), Triangle (equilateral, point up), Star (5-point), Heart (symmetric two-lobe with a pointed base), Hexagon (flat-top). Each is instantly distinct at a glance.
    • Palette: fill = one of the six trait colors (DBT-4); the six are widely separated hues so a color mismatch is obvious.
    • Animation/VFX concepts (each paired to audio below):
      • Reveal: scales 0.8→1.0 and fades 0→1 alpha over 0.15 s (DBT-12) — a soft cloth "settle."
      • Hover: lifts 8 px and scales to 1.03 with the gold ring fading in (DBT-18).
      • Correct: scale pulse to 1.08, a green ring (DBT-24 green) expands outward, and a burst of tiny gold sparkles pops from the patch, over 0.30 s (DBT-13).
      • Error: a red overlay flash (DBT-24 red) and a horizontal shake of amplitude 10 px for 3 oscillations over 0.30 s (DBT-13).
      • Dismiss: fades 1→0 and scales 1.0→0.9 over 0.20 s (DBT-14).
    • Optional colorblind pattern overlay per color when assist is ON (see Colorblind Assist, patterns DBT-26).
  • Audio
    • Reveal: soft cloth "fwip" (short, airy).
    • Hover: tiny plucked-thread "tick" (high, quiet).
    • Correct: bright music-box chime, ascending C-major triad.
    • Error: muted felt thud layered with a short low sine "wub."
    • Dismiss: soft reversed cloth "fwip" (short, fading), one per trio at RoundTransition.
  • UX
    • Rendered in one of the three slots (DBT-9). Selectable by mouse hover+click, number key 1/2/3 (DBT-29), or focus+confirm. Hover shows the gold ring; the odd patch is briefly gold-outlined on error to teach (RT-FEEDBACK C2).

RT-CLICK — round resolution (click & timeout)

Row Situation Outcome
R1 state = RoundInteractive AND input targets the odd patch Correct. Record correct; selection time = current round timer (DBT-22); ✓ counter +1; play correct feedback (RT-FEEDBACK C1); go RoundFeedback.
R2 state = RoundInteractive AND input targets a twin patch Error. Record error; selection time = current round timer (DBT-22); ✗ counter +1; play error feedback (RT-FEEDBACK C2); go RoundFeedback.
R3 state = RoundInteractive AND click lands outside every patch AABB Ignored; no state change; round timer keeps running.
R4 state = RoundInteractive AND round timer reaches DBT-16 (10.00 s) with no prior resolving input Error (timeout). Record error; selection time = 10.00 s (DBT-16); ✗ counter +1; play error feedback on the whole board (RT-FEEDBACK C2, no single patch shaken); go RoundFeedback.
R5 state ∈ {Ready, RoundReveal, RoundFeedback, RoundTransition} AND any patch input Ignored (input locked); no state change.
R6 state = Paused Patches are non-interactive; only the Pause overlay consumes input.
R7 else (any other input on the play field) Ignored; no state change.

RT-FEEDBACK — resolution feedback

Row Situation Outcome
C1 Round resolved correct (RT-CLICK R1) Clicked patch plays Correct VFX (green ring + gold sparkle + 1.08 pulse); chime SFX; current pip → green ✓ (DBT-24); music bed ducks −6 dB for 0.30 s.
C2 Round resolved error (RT-CLICK R2 or R4) On R2 the clicked twin plays Error VFX (red flash + 10 px shake ×3); on R4 the whole board flashes red once; felt-thud+wub SFX; current pip → red ✗ (DBT-24); the odd patch is gold-outlined for the 0.30 s window to teach the answer.

RT-TIMER — round timer state

Row Situation Timer behavior
T1 state = RoundInteractive AND not Paused Advances in real time (ms precision, DBT-22); HUD shows value to 0.01 s.
T2 state = Paused Frozen; retains value; resumes on Resume.
T3 state ∈ {Ready, RoundReveal, RoundFeedback, RoundTransition, Title, Options, Results} Not advancing. Timer is reset to 0.00 on entering RoundReveal and begins counting on entry to RoundInteractive. On resolution its value is copied to roundTime[r].

Round

One presentation of a trio plus its resolution. A session is 15 rounds (DBT-1).

  • Gameplay
    • A round places exactly three patches (DBT-2), one per slot (DBT-9): the odd patch in the round's odd slot, twins in the other two slots.
    • The player makes exactly one resolving input per round (RT-CLICK); there is no retry within a round.
    • Objective: click the odd patch (RT-CLICK R1).
  • Systems
    • Round content is supplied per round by either the fixed sequence (Levels, Table L1) or the Trio Generator, chosen by the Randomize toggle (LED-1). Both produce the five per-round fields: baseColor, baseShape, oddTrait, oddValue, oddSlot.
    • roundTime[r] = selection time of round r (DBT-22), in (0, 10.00] s (cap DBT-16).
  • Economy
    • Contributes exactly one outcome to the session tally: +1 Correct (R1) or +1 Error (R2/R4). Correct + Errors always equals 15 (RT-SESSION).
  • AI — none (the round is scripted content + the controller state machine).
  • Art — no art of its own beyond its patches; the round transition uses patch Reveal and Dismiss VFX.
  • Audio — no BGM of its own (uses the Gameplay bed); its SFX come from its patches and feedback.
  • UX — the current round index drives the HUD round text and pip highlight (see Screens / HUD / Menus).

RT-SESSION — advance or end

Row Situation Outcome
S1 Round resolved AND current round index < 15 After RoundFeedback (0.30 s) → RoundTransition (0.20 s) → RoundReveal with round index +1.
S2 Round resolved AND current round index = 15 After RoundFeedback (0.30 s) → RoundTransition (0.20 s) → Results.

There is no early-fail state: all 15 rounds are always played to completion, whatever the running correct/error counts.


Session & Scoring

Tracks outcomes and time across the 15 rounds and drives the Results screen. This is the game's entire "economy": three tracked resources, no currency.

  • Gameplay — passively records each round's outcome (RT-CLICK) and roundTime[r] (RT-TIMER); exposes running counts to the HUD; finalizes stats on entering Results.
  • Systems / Economy:
    • correct ∈ [0, 15]: number of rounds resolved by R1. Starts 0.
    • errors ∈ [0, 15]: number of rounds resolved by R2 or R4. Starts 0.
    • Invariant: correct + errors = 15 (DBT-1), since every round resolves exactly once (RT-CLICK guarantees one resolution, R4 covers the no-click case).
    • avgTime = (Σ roundTime[r] for r = 1..15) / 15 (DBT-23), displayed to 0.01 s.
    • accuracy% = round(correct / 15 × 100) (integer percent).
    • fastest = min(roundTime[r] over rounds resolved correct); if correct = 0, display "—".
    • Worked example: correct rounds' times sum with errors' times (an error at timeout contributes 10.00 s). If 13 rounds average 2.4 s (31.2 s) and 2 rounds hit the 10.00 s timeout (20.0 s), avgTime = 51.2 / 15 = 3.41 s, correct = 13, errors = 2, accuracy% = 87.
  • AI — none.
  • Art — no world art; owns the Results tally animation (numbers count up) and the fabric-scrap confetti (see Results).
  • Audio — Results tally count-up ticks and the completion fanfare (see Audio).
  • UX — live counters and timer on the HUD; the full breakdown on Results.

Trio Generator

Builds a round's three patches. Two content sources exist and never both apply in one session; the Randomize toggle picks one at Ready entry (LED-1).

  • Gameplay — produces baseColor, baseShape, oddTrait, oddValue, oddSlot per round, then constructs the three patches via RT-GEN-ODD and places them at slots (DBT-9).
  • Systems — two sources:
    • Fixed sequence (default, Randomize OFF): use Table L1 (Levels) row for the round index. All five fields are read directly from L1.
    • Seeded generator (Randomize ON): generate all 15 rounds up front from a seed (DBT-21, default 12345) with the algorithm below.
  • Economy — none (content only).
  • AI — this is the game's only automated content logic; it runs inside the Session Controller.
  • Art / Audio / UX — none of its own; its output is drawn by Patch and placed by Levels geometry.

RT-GEN-ODD — constructing the odd patch

Row Situation Outcome
G1 oddTrait = color Twins = (baseColor, baseShape); odd patch = (oddValue, baseShape). Constraint: oddValue ∈ colors, oddValue ≠ baseColor.
G2 oddTrait = shape Twins = (baseColor, baseShape); odd patch = (baseColor, oddValue). Constraint: oddValue ∈ shapes, oddValue ≠ baseShape.

Placement (both rows): odd patch → the round's oddSlot; the two twins → the remaining two slots in ascending slot order.

Seeded generation algorithm (Randomize ON)

RNG = Mulberry32, integer math on uint32 (all shifts unsigned, all products truncated to 32 bits). Seeded with seed (DBT-21):

state = seed & 0xFFFFFFFF
next():                                   // returns a float in [0, 1)
  state = (state + 0x6D2B79F5) & 0xFFFFFFFF
  t = state
  t = (t ^ (t >>> 15)) * (t | 1)      & 0xFFFFFFFF
  t = t ^ (t + ((t ^ (t >>> 7)) * (t | 61) & 0xFFFFFFFF)) & 0xFFFFFFFF
  return ((t ^ (t >>> 14)) >>> 0) / 4294967296

Valid sets: colors = the 6 entries of DBT-4 indexed 0–5 in listed order; shapes = the 6 entries of DBT-5 indexed 0–5 in listed order; slots = {0,1,2}; traits = {color=0, shape=1}.

For round r = 1..15, draw in this exact order using pick(n) = floor(next() * n):

  1. baseColor = colors[pick(6)]
  2. baseShape = shapes[pick(6)]
  3. oddTrait = pick(2) (0 = color, 1 = shape)
  4. oddValue: if oddTrait = color, oddValue = (colors without baseColor)[pick(5)] (the 5 remaining colors in listed order); if oddTrait = shape, oddValue = (shapes without baseShape)[pick(5)].
  5. oddSlot = pick(3); then if r > 1 and oddSlot == oddSlot(r-1), set oddSlot = (oddSlot + 1) mod 3 (guarantees the odd position differs from the previous round).

This produces baseColor, baseShape, oddTrait, oddValue, and oddSlot for every round; no external data is needed. The generator places its output using the same slot geometry as the fixed sequence (Levels).


Colorblind Assist

An accessibility toggle (Options) that disambiguates color without changing gameplay.

  • Gameplay — a boolean setting; default OFF (DBT-27). When ON, every patch fill gets a subtle pattern overlay keyed to its color (DBT-26), so a color mismatch is also a pattern mismatch. It changes no rule, timing, hitbox, or trait — it is purely visual (LED-2).
  • Systems — idempotent boolean; setting ON while already ON leaves it ON (no stacking), per LED-2.
  • Economy / AI — none.
  • Art — overlays (12% opacity, tiled) that do not alter silhouette or hue: Red = diagonal hatch; Blue = polka dots; Green = horizontal stripes; Yellow = vertical stripes; Purple = cross-hatch; Orange = checker (DBT-26). Overlays sit under the stitched border.
  • Audio — toggling uses the Options confirm SFX.
  • UX — a labeled on/off toggle on the Options overlay showing current state.

Cursor

  • Gameplay — follows the mouse; hovering a patch triggers V1. No click power of its own beyond delivering V2.
  • Art — a small sewing needle with a short trailing thread, silvered steel with a colored thread loop; 32×32 px hotspot at the needle tip. Over a patch it tilts 15°; over a button it stays upright. Color→meaning: none (neutral tool).
  • Audio — none on movement (hover SFX belongs to the patch/button).
  • UX — replaces the OS cursor in-game; reverts to the OS cursor if the window loses focus.

Systems & Controllers

The Session Controller is a single state machine; it owns state transitions, the round timer, and stat tracking. States are the Glossary states.

From Trigger To Side effects
Title click Play / Enter / gamepad A Ready reset session: correct=0, errors=0, roundTime[]=[], round index=1; lock content source from Randomize toggle (LED-1).
Title click Options Options open Options overlay.
Title click Quit (exit app) play confirm SFX, close application.
Options Back / Esc / gamepad B Title persist settings.
Ready timer ≥ 0.80 s (DBT-17) RoundReveal show "Get Ready" for the duration, then reveal round 1.
RoundReveal timer ≥ 0.15 s (DBT-12) RoundInteractive patches become interactive; round timer reset to 0.00 and starts (RT-TIMER).
RoundInteractive resolving input (RT-CLICK R1/R2) OR round timer ≥ 10.00 s (DBT-16, R4) RoundFeedback record outcome + roundTime[r]; play feedback (RT-FEEDBACK); lock input.
RoundInteractive Esc / gamepad Start Paused freeze round timer (RT-TIMER T2); open Pause overlay.
Paused Resume / Esc RoundInteractive resume round timer.
Paused Restart Ready reset session (as Title→Ready).
Paused Main Menu Title discard session.
RoundFeedback timer ≥ 0.30 s (DBT-13) RoundTransition begin patch Dismiss VFX.
RoundTransition timer ≥ 0.20 s (DBT-14) AND round index < 15 RoundReveal round index +1; load next round content. (RT-SESSION S1)
RoundTransition timer ≥ 0.20 s (DBT-14) AND round index = 15 Results finalize stats. (RT-SESSION S2)
Results click Play Again Ready reset session (re-locks content source from current toggle).
Results click Main Menu Title return to Title.

Art Direction

  • Style: cozy craft / felt-and-thread. Flat solid shapes, soft ambient shadows, rounded forms, tactile stitched accents. Everything looks like cut fabric on a sewing board. High figure-to-ground contrast so patches pop for instant reading (pillar 1).
  • Resolution target: authored at 1920×1080 (DBT-8); assets shipped @1x and @2x for HiDPI; layout is anchored 16:9 and letterboxes on other aspect ratios.
  • Per-area look: the game is a single scene — a felt sewing board. There are no distinct levels/biomes; variety comes entirely from patch colors and shapes.
    • Background: warm neutral felt DBT-25 (#D9D2C5) with a faint woven texture and a soft dark vignette (12% at edges) to focus the center.
    • Panels/overlays: cream fabric card #FBF7EE with a stitched border, drop shadow, and rounded corners (16 px).
    • Ink/text: soft charcoal #3A3A3A; secondary text #7A7367.
    • Feedback colors: correct green #2FBF71, error red #FF4D4D, current-item gold #F2B705 (DBT-24) — chosen distinct from the patch palette and always reinforced by motion/shape/sound so they never rely on hue alone (LED-3).
  • Typography: a rounded humanist sans (e.g., Nunito) — Bold for headers/stats, Regular for body; numerals tabular so the timer/stat digits don't jitter.
  • Logo: the words "FIND THE ODD SHAPE" as stitched felt letters; the first "O" is a small patch with one deliberately crooked stitch. Silhouette: two stacked words; scale 600 px wide on Title.
  • Confetti scrap: tiny fabric bits (8–16 px) in the six patch colors (DBT-4), used only on Results. Silhouette: irregular torn squares; they fall and fade.
  • Pip: a rounded-square stitch tile 24×24 px; states by color (see HUD).

Audio

Global music/ambience contexts and the shared SFX bank. Music rules: exactly one BGM context plays per controller state group; transitions crossfade as noted; the Gameplay bed ducks −6 dB for 0.30 s under correct/error SFX (RT-FEEDBACK).

BGM Contexts

  • Title theme (states: Title, Options) — warm and inviting. Instrumentation: ukulele + glockenspiel + soft brushed shaker. Motif: a rising 3-note "curiosity" figure. Tempo: 96 BPM. Loops seamlessly. Transition: 0.4 s crossfade to the Gameplay bed when leaving Title for Ready.
  • Gameplay bed (states: Ready, RoundReveal, RoundInteractive, RoundFeedback, RoundTransition, Paused) — minimal and unobtrusive but lightly propulsive. Instrumentation: soft marimba ostinato + light shaker on every beat (the "hurry" nudge) + a warm sustained pad. Motif: a 2-bar repeating marimba ostinato. Tempo: 108 BPM. Loops seamlessly; while Paused, low-pass filter it (cutoff 800 Hz) and drop −6 dB. Transition: 0.4 s crossfade in from the Title theme at Ready.
  • Results theme (state: Results) — warm and conclusive. Instrumentation: glockenspiel + ukulele + soft upright bass. Motif: the Title 3-note figure resolved upward to the tonic. Tempo: 100 BPM. On entry, play a short fanfare stinger, then settle into a soft loop. Transition: hard cut to the stinger from the Gameplay bed at Results entry.
  • Ambience (all states) — faint sewing-room tone (very low, −24 dB) under all music.

SFX Bank (timbre per event)

Event Timbre
Patch reveal soft, airy cloth "fwip" (three staggered by 20 ms for the trio)
Patch dismiss soft reversed cloth "fwip," fading (one for the trio at RoundTransition)
Patch hover tiny high plucked-thread "tick," quiet
Correct pick bright music-box chime, ascending C-major triad
Error pick muted felt thud + short low sine "wub"
Timeout (R4) error thud + a soft descending "time-out" swish
Pip fills (✓/✗) a single soft stitch "pip" (higher for ✓, duller for ✗)
Get-Ready overlay a gentle rising two-note tone
Results tally tick light woodblock tick per counted unit
Results fanfare warm glockenspiel+uke chord swell
Button hover plucked-thread "tick" (as patch hover)
Button confirm soft rounded chime
Button cancel / back low, short plucked "thup"
Invalid input (e.g., bad seed) short muted double-buzz
Pause open / close soft fabric slide in / out

Input Map

Mouse is primary; keyboard and gamepad are full alternatives.

Action Mouse Keyboard Gamepad
Hover / highlight patch or button move pointer move focus with ←/→ D-pad ←/→ or left stick
Select Left patch (Slot 0) LMB on Slot 0 box 1 focus Left + A
Select Center patch (Slot 1) LMB on Slot 1 box 2 focus Center + A
Select Right patch (Slot 2) LMB on Slot 2 box 3 focus Right + A
Confirm focused element (menus, buttons) LMB Enter / Space A
Start game (Title) click Play Enter A
Pause (in round) — Esc Start
Back / cancel / close overlay click Back Esc B
Adjust slider (Options) click/drag ←/→ D-pad ←/→
Toggle setting (Options) click Enter / Space A

Number keys 1/2/3 map to Slots 0/1/2 respectively (DBT-29). Keyboard/gamepad focus starts on the Center patch each RoundInteractive.


Levels

There are no spatial levels; a "stage" is a round. All 15 rounds share one fixed geometry; only the trio content varies. The 15 rounds are the level content.

Shared geometry (all rounds)

  • Grid: 1 tile = 20 px (DBT-7); play field = 96×54 tiles = 1920×1080 px (DBT-8).
  • Patch box: 12×12 tiles = 240×240 px (DBT-6); click hitbox = the same box (DBT-11).
  • Three slots (DBT-9), y-centered at row 27 (540 px), spaced 480 px (DBT-10):
Slot Name Center (px) Center (tiles) Box top-left → bottom-right (px) Box (tiles)
0 Left (480, 540) (24, 27) (360, 420) → (600, 660) (18,21)→(30,33)
1 Center (960, 540) (48, 27) (840, 420) → (1080, 660) (42,21)→(54,33)
2 Right (1440, 540) (72, 27) (1320, 420) → (1560, 660) (66,21)→(78,33)
  • Objective (every round): click the odd patch (RT-CLICK R1).
  • Spawn roster (every round): exactly 3 patches (DBT-2) — the odd patch in oddSlot, the two twins in the remaining slots (ascending slot order). Matches the slot count.

Canonical round sequence (Randomize OFF, default)

Table L1 supplies every per-round field and the resulting per-slot content. Odd slot is marked [ODD]. Distribution: color-odd rounds = 8, shape-odd = 7; odd appears in each slot exactly 5 times; each color appears as base 2–3 times, each shape 2–3 times; no two consecutive rounds are identical.

R Base color Base shape Odd trait Odd value Odd slot Left (Slot 0) Center (Slot 1) Right (Slot 2)
1 Blue Circle color Orange 1 Blue Circle Orange Circle [ODD] Blue Circle
2 Red Square shape Triangle 0 Red Triangle [ODD] Red Square Red Square
3 Green Star color Purple 2 Green Star Green Star Purple Star [ODD]
4 Yellow Hexagon shape Circle 0 Yellow Circle [ODD] Yellow Hexagon Yellow Hexagon
5 Purple Heart color Green 1 Purple Heart Green Heart [ODD] Purple Heart
6 Orange Triangle shape Square 2 Orange Triangle Orange Triangle Orange Square [ODD]
7 Red Hexagon color Yellow 2 Red Hexagon Red Hexagon Yellow Hexagon [ODD]
8 Blue Star shape Heart 1 Blue Star Blue Heart [ODD] Blue Star
9 Green Square color Red 0 Red Square [ODD] Green Square Green Square
10 Yellow Circle shape Star 1 Yellow Circle Yellow Star [ODD] Yellow Circle
11 Purple Square color Blue 2 Purple Square Purple Square Blue Square [ODD]
12 Orange Heart shape Hexagon 0 Orange Hexagon [ODD] Orange Heart Orange Heart
13 Blue Triangle color Red 0 Red Triangle [ODD] Blue Triangle Blue Triangle
14 Green Circle shape Square 2 Green Circle Green Circle Green Square [ODD]
15 Red Star color Purple 1 Red Star Purple Star [ODD] Red Star

Every row satisfies RT-GEN-ODD: odd value ≠ base in the same dimension; the odd patch shares the untouched trait with the twins.

Alternative sequence (Randomize ON)

The seeded generator (Trio Generator card) produces 15 rounds from DBT-21 using the same geometry above. Randomize is chosen by the Options toggle and locked at Ready (LED-1); default is OFF, so the canonical sequence is Table L1.

Difficulty

Flat by design (pillar 3): every round is one three-choice decision with no ramp. Perceived variety comes from the trait/slot distribution in L1, not from added rules.


Screens / HUD / Menus

Title

  • Contents: the FIND THE ODD SHAPE logo (upper third); three sample patches gently bobbing beneath it (decorative, non-interactive; a Red Circle, a Red Circle, a Blue Circle to hint the game); buttons stacked center — Play (primary), Options, Quit; version string bottom-left.
  • Layout/visual: felt board background (DBT-25); cream buttons with stitched borders; hovered button lifts 4 px and brightens 8%.
  • Controls: Play → Ready; Options → Options overlay; Quit → exit (Systems & Controllers).
  • Flow/feedback: button hover SFX (thread tick); confirm SFX on Play/Options; cancel SFX not used here.
  • Values shown: version string (static build value).

Options (overlay over Title)

  • Contents & value sources:
    • Master volume slider 0–100 (default 80, DBT-27).
    • Music volume slider 0–100 (default 70, DBT-27).
    • SFX volume slider 0–100 (default 90, DBT-27).
    • Colorblind Assist toggle On/Off (default Off, DBT-27; effect LED-2).
    • Randomize Rounds toggle On/Off (default Off, LED-1).
    • Seed field, integer, default 12345 (DBT-21), editable only when Randomize is On; disabled/greyed when Off.
    • Back button.
  • Layout/visual: a centered cream card; labeled rows; sliders show their numeric value; toggles show On/Off state; the seed field shows its current integer.
  • Controls: click/drag or ←/→ for sliders; click/Enter to toggle; type digits in the seed field; Back/Esc closes and persists.
  • Flow/feedback: navigate = thread tick; confirm/toggle = confirm chime; Back = cancel "thup"; a non-numeric seed entry is rejected with the invalid double-buzz and the field reverts to its last valid value.

Ready (overlay)

  • Contents: centered "Get Ready" stitched text on a light scrim for 0.80 s (DBT-17), then it fades as round 1 reveals.
  • Audio: rising two-note Get-Ready tone on entry.
  • Values shown: none.

Gameplay HUD

Rendered over the play field during RoundReveal/Interactive/Feedback/Transition.

  • Top-center: "Round X / 15" (X = current round index; 15 = DBT-1), with a row of 15 pips (DBT-1) centered beneath it at y = 120 px.
    • Pip states & color→meaning: upcoming = grey #B9B2A3; current = gold outline #F2B705 (DBT-24) with a soft pulse; past-correct = green fill + ✓ (#2FBF71); past-error = red fill + ✗ (#FF4D4D).
  • Top-left (40,40): "✓ N ✗ M" — N = correct, M = errors (Session & Scoring), updated on resolution.
  • Top-right (right-aligned at x=1880, y=40): current round timer "0.00 s" (RT-TIMER, value DBT-22), counting during RoundInteractive, frozen otherwise.
  • Bottom-center (round 1 only): the hint "Click the patch that's different" (static string), fading out after 2.0 s and not shown again this session.
  • Controls: select via mouse/number keys/focus; Esc to pause.
  • Values shown & sources: round index (controller); pip states (per-round outcomes); ✓/✗ counts (Session & Scoring); timer (RT-TIMER).

Pause (overlay)

  • Contents: dark scrim (50% black) + cream card with Resume, Restart, Main Menu.
  • Behavior: freezes the round timer (RT-TIMER T2) and low-passes the Gameplay bed.
  • Controls: Resume/Esc → RoundInteractive; Restart → Ready (reset); Main Menu → Title.
  • Audio: pause-open fabric slide; navigate tick; confirm chime; Main Menu/back cancel "thup."

Results

  • Contents & value sources:
    • Header "Results."
    • Correct: N / 15 — N = correct; 15 = DBT-1.
    • Errors: M — M = errors.
    • Avg time: S.SS s — avgTime (DBT-23).
    • Secondary line: Accuracy: P% (accuracy%) and Fastest: F.FF s (fastest, or "—" if correct = 0).
    • The 15 pips in their final states.
    • Buttons: Play Again, Main Menu.
  • Layout/visual: centered cream card on the felt board; the three primary stats large and stitched; secondary line smaller below.
  • Animation: on entry, each numeric stat counts up from 0 to its value over 1.0 s with woodblock ticks, then the fabric-scrap confetti bursts and the fanfare chord swells.
  • Controls/flow: Play Again → Ready (re-locking content source from the current Randomize toggle, LED-1); Main Menu → Title.
  • Audio: Results theme + stinger on entry; tally ticks during count-up; fanfare on completion; button hover/confirm SFX.

Cross-Section Dependencies

Reference rows

ID Citing passage Cited target Admitting row/line at target
LED-R1 Patch V2 "resolve via RT-CLICK" RT-CLICK R1/R2 (odd/twin patch clicks)
LED-R2 RT-CLICK R1/R2/R4 "play feedback" RT-FEEDBACK C1 (correct), C2 (error/timeout)
LED-R3 RT-CLICK R4 uses cap DBT-16 (10.00 s) timeout value
LED-R4 Trio Generator "construct via RT-GEN-ODD" RT-GEN-ODD G1 (color), G2 (shape)
LED-R5 Levels Table L1 rows RT-GEN-ODD every L1 row's odd patch matches G1/G2
LED-R6 HUD timer readout RT-TIMER / DBT-22 T1 advancing, DBT-22 definition
LED-R7 Round advance/end RT-SESSION S1 (index<15), S2 (index=15)
LED-R8 HUD ✓/✗ counters, Results stats Session & Scoring correct, errors, avgTime, accuracy%, fastest formulas
LED-R9 Options seed field, generator DBT-21 (seed=12345) default seed
LED-R10 Options Colorblind toggle DBT-26 all six color patterns listed
LED-R11 Number keys 1/2/3 DBT-9 / DBT-29 slot 0/1/2 mapping
LED-R12 avgTime with timeouts DBT-16 → DBT-23 a timed-out round contributes 10.00 s to the mean

Settings that change a base value or rule

ID Base (source) Modifier Rule / precedence Duplicate / clamp Result
LED-1 Round content source = fixed Table L1 (Levels) Randomize Rounds toggle (Options) Boolean, resolved once at Ready entry: ON → seeded generator (DBT-21) supplies all 15; OFF → Table L1. The two never co-apply. Boolean, not additive; toggling again just re-selects at the next Ready. Default OFF → canonical L1 sequence.
LED-2 Patch appearance = solid color fill (DBT-4) + shape (DBT-5) Colorblind Assist toggle (Options) Boolean, visual-only: ON adds the per-color pattern overlay (DBT-26) under the stitched border; changes no hue, silhouette, hitbox, timing, or trait. Idempotent (ON twice = ON); no numeric stacking. Default OFF → no overlay.
LED-3 Trait palette (DBT-4) includes green and red Feedback colors (DBT-24) also green/red Feedback never recolors a patch fill; correct/error are conveyed by ring/flash + motion (sparkle/shake) + sound, so a green/red patch is never confused with a green/red verdict. N/A (distinct channels). Correct = ring+sparkle+chime; error = flash+shake+thud.

No upgrade, augment, set, buff, or currency modifies any numeric base value.


Data & Balance Tables

ID Value Definition
DBT-1 15 Rounds per session.
DBT-2 3 Patches per round.
DBT-3 2 Trait dimensions (color, shape).
DBT-4 6 colors Red #D64545, Blue #3F6FD6, Green #47A84B, Yellow #E8C43C, Purple #8A4FC4, Orange #E07B39 (indices 0–5 in this order).
DBT-5 6 shapes Circle, Square, Triangle, Star, Heart, Hexagon (indices 0–5 in this order).
DBT-6 240×240 px Patch bounding box (12×12 tiles).
DBT-7 20 px Tile size.
DBT-8 1920×1080 px Screen/authoring resolution (96×54 tiles).
DBT-9 Slots Slot 0 Left center (480,540); Slot 1 Center (960,540); Slot 2 Right (1440,540) px.
DBT-10 480 px Horizontal spacing between adjacent slot centers.
DBT-11 240×240 px AABB Patch click hitbox, centered on slot center.
DBT-12 0.15 s Trio reveal (fade-in) duration.
DBT-13 0.30 s Resolution feedback duration.
DBT-14 0.20 s Round transition (fade-out) duration.
DBT-15 0.65 s Fixed system overhead per round (DBT-12+DBT-13+DBT-14); the 2.00–4.00 s target minus this is player time.
DBT-16 10.00 s Per-round timeout; on reach, round auto-resolves as error (RT-CLICK R4) with selection time 10.00 s.
DBT-17 0.80 s "Get Ready" pre-roll before round 1 (and after Restart/Play Again).
DBT-18 +8 px / ×1.03 Patch hover lift and scale.
DBT-19 ×1.08 Correct-feedback scale pulse over DBT-13.
DBT-20 10 px, 3 osc. Error-feedback horizontal shake amplitude and oscillation count over DBT-13.
DBT-21 12345 Default RNG seed for the seeded generator (used only when Randomize ON).
DBT-22 Selection time Milliseconds from RoundInteractive start to the resolving input; internal ms precision, displayed to 0.01 s.
DBT-23 avgTime (Σ roundTime[r], r=1..15) / 15, displayed to 0.01 s.
DBT-24 Feedback colors Correct green #2FBF71; error red #FF4D4D; current gold #F2B705.
DBT-25 #D9D2C5 Felt-board background color.
DBT-26 Colorblind patterns Red=diagonal hatch; Blue=polka dots; Green=horizontal stripes; Yellow=vertical stripes; Purple=cross-hatch; Orange=checker (12% opacity).
DBT-27 Setting defaults Master 80, Music 70, SFX 90 (0–100); Colorblind Assist Off; Randomize Rounds Off.
DBT-28 Inset 8 px / 4 px Patch stitched-border inset and stroke width.
DBT-29 1→Slot 0, 2→Slot 1, 3→Slot 2 Number-key to slot mapping.
DBT-30 3 px gold Patch/button hover highlight ring width (color DBT-24 gold).