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| # 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). | | |