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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). |