# Compass Shift — idea dossier

Source page: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/

## Overview

- **Title:** Compass Shift
- **Pitch:** Tap a free arrow off a flat 2D board; every successful release removes exactly one arrow and advances one shared compass exactly one quarter-turn, rotating the effective direction of every remaining arrow; blocked taps neither remove nor rotate.
- **State:** prototype-live
- **Pipeline stage:** Stage 2
- **Advisory score:** 91 / 100
- **Evidence integrity:** 100 / 100
- **Run:** 2026-08-compass-shift-en-us
- **Current revision:** 4
- **Prototype:** /games/compass-shift/
- **Tags:** global-compass-arrow-release-puzzle, 2D, portrait, legacy validation
- **Updated:** 2026-09-05T10:30:34.826Z

## Market evidence claims (0)

No indexed market evidence is attached yet.

## Game design document

### Compass Shift — Game Design Document v0.1

**Status:** provisional candidate; selected only for an owner-authorized technical web prototype  
**Platforms:** iOS and Android production targets; dependency-free web Stage 2  
**Dimension/camera:** flat 2D, portrait, fixed orthographic front view  
**Primary input:** one-thumb tap; click and keyboard parity  
**Evidence date:** 2026-08-10

#### Evidence boundary

Adjacent tap-away/arrow-release adoption and current listing activity are `CONFIRMED` in
`../01-market-scan/`. The global-compass gap, rules, content grammar, visual direction, and
commercial constraints are `INFERRED`. Audience comprehension/interest, mechanic demand, fun,
actual retention, conversion, revenue, keyword metrics, uniqueness, and store approval are
`UNKNOWN`.

The Phase 05 owner waiver permits only a cheap technical prototype. This GDD is not design lock,
product approval, Unity authorization, or greenlight.

#### Player promise

**Release one arrow. Shift every direction.**

Tap a free arrow off a flat 2D board; every successful release removes exactly one arrow and
advances one shared compass exactly one quarter-turn, rotating the effective direction of every
remaining arrow; blocked taps neither remove nor rotate.

This transaction is the game. Every theme, family, level, input path, animation, and future
reskin must preserve it.

#### Design pillars

1. **One release, global consequence** — a success changes the next decision state for all arrows.
2. **Stationary topology, shifting bearing** — walls, cells, and exits stay fixed while effective
   directions rotate.
3. **Honest recovery** — deterministic state, unlimited undo/restart, harmless blocked taps, no
   normal timer.
4. **Systemic breadth** — depth comes from board topology and edge eligibility, never arrow-specific
   exceptions or cosmetic progression.
5. **Thumb-clear navigation** — readable portrait 2D, one tap, large targets, equivalent click and
   keyboard play.

#### Audience and session hypothesis

- Adjacent audience: casual logic players familiar with directional removal and planning puzzles.
- Intended board session: roughly one to four minutes, an `INFERRED` design target only.
- Normal mode is untimed. No lives, energy, forced hints, mid-level ad interruption, or paid required
  move exists in v0.1.

#### Board model

##### Static definition

A level contains:

- a full rectangular 4x4 or 5x5 active-cell grid;
- static wall cells that never move or rotate;
- edge apertures: plain exits, phase-gated windows, or patterned ports;
- arrow records with stable ID, cell, and base direction (`N`, `E`, `S`, or `W`);
- an initial compass phase; every technical-prototype level starts at phase `0`.

The prototype may use arrow colors for visual grouping, but color has no rule meaning.

##### Dynamic state

Runtime `BoardState = { levelId, remaining, phase }` is an immutable snapshot. `GameController`
owns an external history of complete prior snapshots for Undo; history is not part of the pure
BoardState. The solver keys states by the ordered remaining-arrow ID set and phase. The level
definition is immutable.

For arrow `a` in state `s`:

`effectiveDirection(a, s) = rotate90(a.baseDirection, s.phase)`.

Walls, arrow cells, topology, and aperture locations never rotate. Only the compass phase—and thus
the effective direction rendered/resolved for every remaining arrow—changes.

#### Release transaction

`ReleaseResolver` evaluates one tapped remaining arrow under the current compass phase:

1. Begin at the arrow's cell and step orthogonally in its effective direction.
2. A remaining arrow or static wall encountered before the boundary blocks the ray.
3. The first boundary crossing must be through an edge aperture eligible in the current phase.
4. If any check fails, return a blocked reason and the first blocker/aperture. Do not mutate state.
5. If all checks pass, release and remove exactly the tapped arrow.
6. After removal, `CompassResolver` advances the one shared compass clockwise exactly one quarter-
   turn: `(phase + 1) mod 4`.
7. Recompute/render every remaining effective direction, then `WinDetector` evaluates completion.

The last successful release still advances the compass exactly once before the win state is
reported. No success can remove two arrows; no blocked tap can remove an arrow or rotate the
compass.

#### Aperture and obstacle grammar

All arrows obey the same rule. Difficulty lives on the board, never in exceptions attached to an
arrow.

- **Plain exit:** eligible in all four compass phases.
- **Static wall:** a fixed opaque cell that blocks any ray crossing it.
- **Phase-gated edge window:** an edge aperture marked with one cardinal tick; eligible only when
  the shared compass is in that one phase.
- **Patterned edge port:** an edge aperture with a visible two-of-four dot/dash bearing pattern;
  eligible in exactly the printed compass phases. The pattern applies universally to any arrow ray
  reaching it.
- **Topology:** the full rectangular grid, static-wall placement, and aperture placement alter sight
  lines without changing the transaction. Inactive or concave cells are not part of this prototype.
- **Combination:** later boards combine only the elements above.

Forbidden rule drift: arrow-specific keys/types, color matching, double turns, counter-clockwise or
variable turns, frozen turns, skipped turns, paired exits, teleporters, pushing, bouncing, physics,
random blockers, hidden direction, or exceptions that let one arrow ignore a wall/port.

#### Core loop

1. Read the shared compass, every effective arrowhead, fixed blockers, and eligible edge apertures.
2. Tap/click/focus-activate a candidate arrow.
3. On success, watch exactly that arrow leave, then watch the compass and all remaining directions
   advance one quarter-turn.
4. On block, read the harmless blocker/window feedback and choose again.
5. Undo or restart freely after a successful ordering choice.
6. Remove all arrows to complete the level; continue, replay, or return to the level map.

There is no loss modal for a blocked tap. A state with remaining arrows and zero legal releases is
a deterministic dead end; the Stage 2 board remains visible with Undo/Restart available but does
not add a separate automatic dead-end banner.

#### Undo, restart, and hint boundary

- Unlimited Undo restores the exact prior remaining-arrow ID set and compass phase atomically.
- Restart restores the authored initial remaining-arrow set and phase exactly.
- The technical prototype has no Hint control. If a later build adds one, it must ask
  `PuzzleSolver` for one legal move on a winning path, never auto-play or mutate state, and remain
  separately product-tested.
- Blocked taps do not enter the undo stack.

#### Content plan

##### Prototype campaign

The technical prototype contains exactly 50 reachable levels: ten named patterns with five levels
each, organized into six meaningful families and four difficulty tiers. A single pattern therefore
occupies 10% of the campaign, below the 25% cap.

| Family | Named patterns | Mechanical purpose | Levels |
|---|---|---|---:|
| Open Water topology | `four-winds` (Four winds); `counter-current` (Counter current) | teach shared rotation and fixed edge geometry without walls | 10 |
| Reef/static walls | `reef-slalom` (Reef slalom); `breakwater` (Breakwater) | block rays and create order-dependent channels | 10 |
| Phase windows | `tide-clock` (Tide clock); `quarter-gates` (Quarter gates) | make current compass phase determine edge eligibility | 10 |
| Signal shape + patterned ports | `signal-shapes` (Signal shapes); `semaphore` (Semaphore) | introduce universal two-of-four port schedules with distinct shapes/patterns | 10 |
| Walls + windows | `charted-reef` (Charted reef) | combine ray blocking with one-phase edge timing | 5 |
| Windows + ports | `harbor-code` (Harbor code) | synthesize one-phase and patterned apertures under the same compass | 5 |
| **Total** | **10 patterns** | **six families** | **50** |

Family shares are 20%, 20%, 20%, 20%, 10%, and 10%. Adjacent level records must use different
pattern IDs and different primary solution-route signatures.

##### Difficulty tiers

| Tier | Levels | Board/decision envelope |
|---|---:|---|
| 1 — Cadet | 13 | 4x4; alternating 4/5 arrows |
| 2 — Navigator | 13 | 4x4; alternating 5/6 arrows |
| 3 — Pilot | 13 | 5x5; alternating 6/7 arrows |
| 4 — Master | 11 | 5x5; alternating 7/8 arrows |
| **Total** | **50** | **four tiers** |

All ten patterns continue cycling through the tiers; the tier knobs are board size and arrow count,
not family unlocks or measured branching. Tier labels are tuning inputs, not claims of
human-perceived difficulty. Human pacing remains untested.

##### Production hypothesis

A later production target may expand to 120 boards only after prototype and product evidence. It
must reuse the exact grammar and pass the same solver/variety gates; extra levels cannot compensate
for failed comprehension, repetition, or lack of interest.

#### Reverse-construction generator

`CampaignGenerator` builds candidates backward from a known forward release order:

1. Select the pattern/family from the fixed ten-pattern cycle; derive board size and arrow count
   from the tier/index; and seed the retry attempt deterministically.
2. Derive each release step's intended effective direction and expected boundary lane. Forward step
   `n` has phase `n mod 4` because every success advances exactly once from initial phase zero.
3. Place arrows from the final step backward into empty cells whose rays stay clear through walls
   and already placed later-release arrows; inverse-rotate each intended direction into its stored
   base direction.
4. Derive one-phase windows and/or opposite-phase ports from those expected releases, enforcing
   valid schedules and disjoint physical lanes for mixed apertures. If a declared type lacks phase
   causality, add one deterministic non-overlapping inactive-phase aperture as a witness candidate.
5. Replay the known order through the production transition; require a reachable legality-changing
   wall witness for every wall level and a blocked-to-legal relaxed-schedule witness for every
   declared aperture type; and reject mixed-aperture solutions that do not use both types.
6. Independently breadth-first solve the complete board, canonicalize its mechanical geometry under
   rotations, and retry on any solver, uniqueness, or adjacent-variety failure.

Because arrows already placed during reverse construction are precisely those that remain after the
new arrow's forward release, each step constructs a legal known path. This guarantee does not
replace independent solver validation.

#### Real solver and content evidence

`PuzzleSolver` performs deterministic breadth-first search over
`(remainingArrowIds, compassQuarterTurns)`. It obtains candidate actions only from
`ReleaseResolver`; applies success only through `CompassResolver`; and accepts only
`WinDetector=true`. Blocked taps are observations, not state edges. The state graph is acyclic under
successful moves because every edge removes exactly one arrow.

For every level the compiler records:

- `reverseSolution`, the known reverse-construction sequence;
- `solution`, at least one independently verified winning sequence;
- `releaseSignature` (`arrowId@phase>side+lane#aperture`) and a direction-only
  `normalizedReleaseSignature` for route-pattern comparison;
- `phaseSequence` including the final post-last-release phase;
- `apertureSequence` along the verified solution;
- `choicePoints` entries shaped as `{ step, count, choices }`;
- `pathLength`, which must equal the arrow count under the exact one-removal invariant;
- `boardEncoding` as the canonical board identity across only valid topology-preserving symmetries;
- family, pattern, tier, aperture types, wall count, arrow count, and initial phase;
- `mechanicFlags`, `solverVerified: true`, and `reverseConstructionVerified: true`; and
- a reachable-state wall-impact witness for every wall-bearing level plus a per-type
  `scheduleImpact` witness for every level declaring windows and/or ports.

Campaign acceptance requires 50/50 solvable levels, 50 distinct canonical hashes, no zero-arrow
boards, no invalid or mechanically idle aperture schedules, adjacent pattern and route-signature
variation, ten patterns, six families, four tiers, and no pattern above 25%. Multiple winning orders are allowed when
present; “unique” means only a verified canonical board identity, never solution-order uniqueness
or an unsupported marketing claim.

#### Prototype quality contract

- Every visit/reload starts at FTUE step one; the shell is inert until FTUE is skipped/closed.
- Three jobs: teach the remove-all goal, real tap/click/keyboard input, and success/blocked/recovery
  feedback including the shared quarter-turn.
- FTUE is skippable and replayable from How to Play.
- In-session FTUE completion occurs only after the first real successful arrow release.
- Stage 2 uses no `localStorage`, `sessionStorage`, IndexedDB, cookies, URL state, or server for FTUE,
  board, undo, level, result, tuning, or progression. Reload means fresh FTUE and fresh campaign.
- Touch at 390x844 is primary; click invokes the identical arrow action; Tab focus plus Enter/Space
  activation reaches every arrow and control.
- No hover-only meaning, redundant Release button, document scroll, unsafe-area collision, or
  outcome difference by input type.

#### Game and interaction states

`ftue -> practice/playing -> completed -> next/map`

The Stage 2 artifact has three modal surfaces: the replayable FTUE/How to Play overlay, the
completion dialog, and one Tools sheet containing the level map. Playing presentation states are
`idle`, `release-resolving`, `arrow-releasing`, `compass-turning`, `settling`, and
`blocked-feedback`. It has no Pause, Settings, restart-confirm, or automatic dead-end surface.
Gameplay input is locked only for the short success animation; Undo/Restart return after settle.

#### UX, accessibility, and feedback

- Arrow targets are at least 44 x 44 CSS pixels; board uses the safe portrait width without crop.
- Every direction uses a silhouette; every aperture schedule uses ticks/pattern; color is redundant.
- Focus is visible. Screen-reader text exposes each remaining arrow's row/column and effective
  direction, the visible compass phase, each aperture schedule, and resolver feedback without
  exposing hidden solver answers.
- Reduced motion replaces slide/rotation with an under-100 ms state crossfade/outline change.
- The technical prototype has no audio, haptics, or related settings.
- Illegal feedback names the first arrow/wall/closed aperture category and makes clear that the
  compass did not turn.

#### Visual direction

A large compass bezel is the signature, not a corner badge. Use a deep chart-blue shell, pale
sea-glass board well, and flat signal-coral/brass/teal arrow plates in fixed orthographic portrait.
No generic cyberpunk/neon, 3D cubes, picture reveal, coins, stars, characters, or baked UI text.
Production UI and board components are code-native; the GPT Image 2 master is reference only.

#### Economy and monetization boundary

The prototype has no monetization. Revenue, willingness to pay, and unit economics are `UNKNOWN`.
Any later design must preserve:

- no mid-level interstitial, paid undo, life/energy gate, blocked-tap cost, or required-move sale;
- no automatic hint or interruption that changes the puzzle state;
- any ad only at a natural between-session boundary, frequency-capped and separately tested;
- store copy that accurately describes the implemented game and offline/network behavior.

#### Technical decomposition

Pure systems: `BoardState`, `ReleaseResolver`, `CompassResolver`, `WinDetector`, `PuzzleSolver`, and
`CampaignGenerator`. `GameController` is the exactly-one orchestrator. `BoardView` renders state;
`TapInput` maps touch, click, Enter, and Space to the same controller action. Rules and campaign
data never depend on DOM/CSS/animation.

#### Tuning and technical outcome payload

The Stage 2 Tools panel exposes only presentation tuning:

```json
{
  "tuning": {
    "releaseDurationMs": 190,
    "compassTurnMs": 220,
    "blockedFeedbackMs": 140
  }
}
```

Tuning cannot change legal rays, aperture phases, compass increment, content records, or solver
results. The panel also displays current-level solver evidence and lets a reviewer record one of
three in-memory technical outcomes. That control updates a visible JSON payload shaped as:

```json
{
  "status": "technical-review-recorded",
  "technicalOutcome": "technically-ready",
  "decision": null,
  "productDecision": null,
  "build": "__BUILD__",
  "tuningGraduated": false,
  "tuning": {
    "releaseDurationMs": 190,
    "compassTurnMs": 220,
    "blockedFeedbackMs": 140
  },
  "campaign": {
    "levels": 50,
    "currentLevelId": "cs-01-clear-current",
    "currentSolverVerified": true
  },
  "evidenceBoundary": "product-greenlight-requires-separate-owner-decision-with-evidence-and-risk-acceptance"
}
```

The selected outcome value is illustrative. It is build-readiness feedback only, never a product
greenlight, and the payload is not copied or persisted automatically. Deployment, smoke, and the
product verdict remain separate committed records.

#### Analytics hypothesis

A later consent-compliant build may measure FTUE step, input mode, release/blocked reason, compass
phase, undo, restart, requested hint, dead end, level start/complete, active time, and exit. No event
may be used now to invent retention or commercial results. Stage 2 has no network analytics.

#### Pretotype and prototype gates

Frozen pretotype thresholds live in `../05-pretotype/pretotype-plan.md`; they remain unexecuted under
the owner waiver.

Technical prototype acceptance requires:

- pure-system automatic checks all pass, including exact no-op blocking and last-arrow turn;
- all 50 runtime levels solve and pass canonical/variety checks;
- FTUE appears fresh and completes only after a real successful release;
- touch, click, and keyboard produce identical transitions;
- Undo/Restart are exact and unlimited; no prohibited persistence exists;
- 390x844 and wide desktop paths have no clip, document scroll, focus trap, or console error;
- the displayed technical payload keeps `decision` and `productDecision` null and cannot change the
  committed deployment, smoke, or product-verdict records.

#### Kill and revise conditions

Kill if:

- the compass mutation is cosmetic or representative boards do not change the next legal set;
- the exact one-removal/one-quarter-turn invariant cannot remain universal;
- the solver cannot verify all 50 boards or canonical identities collapse into repeated content;
- policy differentiation becomes medium/high after implementation review;
- matched pretotype testing later identifies the product as an indistinguishable clone.

Revise if:

- first-time players cannot predict the remaining directions after the first success;
- blocked feedback implies removal, punishment, or a compass turn;
- port/window patterns depend on color or resemble arrow-specific exceptions;
- any input mode is weaker or changes results;
- family/tier pacing, route signatures, or small-phone hierarchy fail the quality gate.

#### Out of scope v0.1

Unity production, live deployment proof, product greenlight, design lock, accounts, cloud sync,
competitive modes, daily events, lives, currencies, stars, characters, narrative map, 3D camera,
physics, picture reveal, double/frozen turns, paired exits, arrow powers, and persistence in Stage 2.

## UX flow

### Compass Shift — UX Flow and State Matrix v0.1

**Status:** provisional; paired with GDD v0.1  
**Primary viewport/input:** 390x844 portrait, one-thumb tap  
**Parity:** mouse click and keyboard activation use the identical release transaction

#### Entry contract

Every Stage 2 visit and reload starts at FTUE step one with a fresh in-memory campaign. No FTUE,
level, board, compass, undo, result, tuning, or progress state is read from or written to browser
storage, cookies, URLs, a server, or analytics. The game shell is inert while the FTUE overlay is
open. Skip is always available; How to Play replays the same teaching flow in the current visit.

#### Primary flow

`Launch -> FTUE -> Practice/Level 1 -> Playing -> Completion -> Next level or Map`

Secondary routes: `Playing <-> How to Play`, `Playing <-> Map/Tools`, and
`Playing -> Restart -> Playing`.

#### FTUE

The overlay uses three short steps and code-native diagrams:

1. **Goal:** remove every arrow from the fixed board. Show the large shared compass and one clear
   arrow ray.
2. **Core input:** tap an arrow on touch, click it with a mouse, or focus it and press Enter/Space.
   There is no second Release button.
3. **Consequence/recovery:** a legal arrow leaves, then the compass turns exactly one quarter-turn
   and all remaining directions change. A blocked tap removes nothing and turns nothing; use
   Undo/Restart after a successful ordering choice.

Closing the overlay enters a practice-capable board. The only in-session FTUE completion trigger is
the first real successful arrow release. Dismissing, skipping, opening Help, tapping a blocked arrow,
or changing a setting does not complete it. Reload resets the teaching flow by design.

#### Screen/state inventory

| Screen/state | Required elements | Primary action | Back/recovery |
|---|---|---|---|
| FTUE | three steps, progress, Next/Back, Skip, inert background | read/dismiss into practice | dismiss returns focus to a board arrow |
| Playing | level/tier label, board + shared bezel, arrows, walls/ports, Undo, Restart, How to Play, Tools/Map | tap/click/activate arrow | use visible controls |
| Release resolving | selected ray and target aperture | automatic | pointer cancellation before activation changes nothing |
| Arrow releasing | exactly one arrow slides out | automatic | input locked for short presentation interval |
| Compass turning | bezel and remaining arrowheads turn 90 degrees | automatic | reduced motion swaps state under 100 ms |
| Blocked feedback | first blocker/closed aperture emphasized; “compass unchanged” accessible status | choose another arrow | no loss, stack entry, or modal |
| Completed | settled empty board, Next, Replay, Map, Technical review | Next | Replay restores authored level state |
| Level Map | 50 buttons plus direct selector inside Tools | choose any prototype level | return to the chosen fresh in-memory board |
| How to Play | replayable three-step FTUE plus controls legend | replay or close | return focus to the board; board state unchanged |
| Tools | three presentation tuners, current solver evidence, technical-only outcome payload | adjust/record build readiness | no rule, persisted, deployment, smoke, or product-verdict change |

#### Playing interaction sequence

1. A pointer tap/click or keyboard Enter/Space activates one arrow button.
2. `TapInput` forwards only its stable arrow ID to `GameController`.
3. `ReleaseResolver` returns `success` with ray/aperture or `blocked` with a reason. Presentation does
   not determine legality.
4. Blocked: emphasize the first blocking arrow/wall/closed aperture, announce that no arrow or
   compass state changed, then return to idle.
5. Success: draw the resolved ray, slide exactly one arrow off board, remove it, rotate the shared
   compass and all remaining effective arrowheads exactly 90 degrees, settle, test win.
6. If the activated arrow held focus when removed, focus moves to the first remaining native arrow
   button; otherwise the browser's native pointer focus behavior is left alone.

Touch, mouse, and keyboard all execute steps 2-6. Hover may preview focus affordance but never
reveals exclusive mechanic information.

#### Compass and port communication

- The compass bezel is integrated around the board, with one code-native phase label for assistive
  clarity and four visual tick groups.
- Arrowheads render current effective directions, not base-direction debug data.
- Phase windows show the one eligible phase through tick geometry and an accessible label.
- Patterned ports show their two eligible phases through dot/dash marks and an accessible label.
- Closed ports never look like valid empty space; plain exits remain visually distinct.

#### Mobile layout

- Use safe-area padding on every side and keep primary arrow targets at least 44 x 44 CSS pixels.
- Board plus bezel uses the largest square fitting between the compact header and bottom controls.
- Undo, Restart, How to Play, and Map stay in thumb reach; Tools may be secondary but visible.
- No document scroll, browser gesture collision, clipped bezel, or control overlap at 390x844.
- Portrait is the product default. A short landscape viewport (at most 650 CSS pixels high) uses a
  centered two-column layout; taller desktop windows keep the centered single-column instrument.
  Neither presentation changes rules or reduces control access.

#### Desktop and keyboard parity

- Mouse: click a token; no drag or hover is required.
- Keyboard: Tab focuses native arrow-token and action buttons; Enter/Space activates the same
  handler. Escape closes the Tools sheet when it is open.
- Undo, Restart, How to Play, Map, and Tools are native buttons with visible focus.
- A polite status region announces release/new phase, blocked reason, Undo, and Restart. Completion
  is a focused modal dialog.

#### Undo/restart/failure behavior

- Undo is available after any success and may be repeated to the authored start. It atomically
  restores the removed arrow and previous compass phase.
- Restart restores all arrows and the initial compass phase; presentation tuning remains in-memory.
- A blocked tap does not enable Undo by itself and does not increment moves/losses.
- If no legal release remains, the board stays visible with Undo/Restart; Stage 2 does not add a
  separate automatic dead-end banner.
- Completion is deliberate: the empty board settles before the result panel appears.

#### Accessibility and presentation

- Direction uses silhouette; aperture schedule uses shape/pattern; state uses outline and text.
- The browser's reduced-motion preference collapses presentation delays while preserving
  transaction order and feedback.
- Stage 2 has no sound, haptics, high-contrast toggle, or settings panel.
- Dynamic UI type may scale; gameplay tokens keep minimum target and arrowhead size.
- Screen-reader labels announce arrow cell/effective bearing and compass/port state without exposing
  solver-only information.

#### Empty, loading, error, and offline states

- No saved progress is normal; every load intentionally begins fresh.
- No network is required for the core prototype. A network failure cannot block play.
- Campaign generation and validity are enforced before release by automatic tests; the shipped
  prototype performs no runtime content fetch and has no separate loading/error screen.
- The last prototype level completes to Replay/Map; it never promises unavailable content.
- Technical evidence and outcome JSON remain visible/selectable and in memory only.

#### Truthful prototype state

Built, registered, deployed, smoke-tested, and product-greenlit are distinct. Until a URL is
confirmed and mobile smoke evidence is recorded, no Play/Live claim is made outside the local Stage
2 artifact. The Tools payload always keeps `decision` and `productDecision` null; only the separate
Phase 07 record may report deployment/smoke truth or a later owner product verdict.

## Visual brief

### Compass Shift — Visual Brief v0.1

**Status:** locked for candidate reference generation; provisional for production  
**Reference model:** GPT Image 2 (`gpt-image-2`)  
**Authority:** the written GDD, UX flow, and this brief outrank generated pixels

#### Visual thesis

Compass Shift is a distinctive flat navigational instrument, not an arrow-puzzle reskin. A deep
chart-blue shell surrounds a pale sea-glass board well. Signal-coral, brass, and teal arrow tiles
sit on a clean orthographic chart. A large rotating compass bezel with four cardinal tick groups is
the signature: it visibly owns the orientation of every arrow remaining on the board.

The generated image is one gameplay-direction reference. Production gameplay, UI, type, icons,
arrows, compass state, ports, and walls are code-native components driven by game state.

#### Non-negotiable frame

- Portrait 9:16 composition; fixed orthographic front view; flat 2D board.
- One centered sea-glass board well uses roughly 72-78% of the safe portrait width.
- A broad circular compass bezel wraps or sits immediately behind the board well. It has four
  unequal cardinal tick groups and one clearly emphasized current bearing without letters.
- Show 10-14 separate, flat arrow tiles on a single grid. Arrowheads are large, geometric, and
  readable at thumbnail size.
- Show exactly one arrow in the act of releasing through one edge aperture. The remaining arrows
  stay on the board; a restrained quarter-turn motion cue belongs to the shared bezel, not to a
  freely rotating board.
- Include at least one matte static wall, one shutter-like phase window, and one patterned edge port.
  They remain secondary to the arrows and compass.
- Keep peripheral controls minimal and icon-only. Do not bake any words, numerals, labels, logos,
  counters, or other UI text into the reference.

#### Palette roles

| Role | Token | Use |
|---|---|---|
| Deep chart field | `#071E2F` | outer portrait background |
| Chart-blue shell | `#0E3550` | instrument body and compass housing |
| Pale sea glass | `#CFE3D9` | board well and quiet open space |
| Ink bearing | `#173849` | arrowheads, wall edges, compass marks |
| Signal coral | `#EF6B5B` | primary arrow-tile family and active release |
| Warm brass | `#C8A45D` | second arrow family, bezel index, phase accents |
| Bearing teal | `#2B9B91` | third arrow family and valid/open feedback |
| Warm sail | `#F5F0E5` | high-contrast icons and rim highlights |
| Blocked berry | `#A84656` | invalid feedback only |

Arrow tile color is decorative grouping only. Direction, legality, exit compatibility, and puzzle
rules never depend on tile color.

#### Shape and material language

- Arrow tiles: thin rounded lozenges or compact map-marker plates with one cut-in triangular head;
  never cubes, toy blocks, beveled 3D bricks, or characters.
- Compass: one broad low-profile ring, four cardinal tick clusters, brass index notch, restrained
  radial engraving. No photoreal nautical prop and no readable letters.
- Board well: soft-cornered rectangular chart inset with a sparse orthogonal cell rhythm.
- Static walls: solid ink-blue chart bars with blunt ends.
- Phase windows: sea-glass/brass edge shutters with one cardinal tick cluster.
- Patterned ports: edge apertures with simple dot/dash or alternating radial marks; patterns are
  spatial symbols, never tiny text.
- Materials: opaque matte enamel, printed chart ink, shallow contact shadows. Depth only separates
  layers; it never implies a rotatable 3D camera.

#### Hierarchy and UI direction

1. Current effective arrow directions.
2. Shared compass phase and its quarter-turn consequence.
3. Clear rays, blockers, and eligible edge apertures.
4. Undo/restart/help/navigation controls outside the board.

Use a geometric humanist sans for production UI, sentence case, and tabular numerals. All text is
live code-native text. Touch targets are at least 44 x 44 CSS pixels and respect safe areas.

#### Motion and VFX

- Successful release: a 160-240 ms straight slide along the resolved ray, then removal.
- Shared turn: immediately after removal, the bezel makes one crisp 90-degree turn over 180-260 ms;
  every remaining arrowhead reorients in the same interval.
- Blocked tap: 120 ms inward nudge and berry outline; no removal, compass movement, shake storm, or
  punitive overlay.
- Completion: one quiet teal bearing sweep around the bezel and a soft board-settle pulse.
- Reduced motion: instant state swap with a short opacity/outline change under 100 ms.

#### Accessibility

- Every arrow has a large silhouette and explicit head; color never communicates direction.
- Phase windows and patterned ports use different outlines and tick patterns in addition to color.
- Legal/open feedback uses shape and line weight; blocked feedback uses an outline plus motion.
- Maintain WCAG-aware contrast for live UI. High-contrast mode removes decorative chart lines.
- Audio and haptics reinforce but never replace direction, blocking, phase, or success information.

#### Do / do not

Do show one coherent playable board, one shared compass, a single successful release, honest flat
topology, generous negative space, and the exact coral/brass/teal chart language.

Do not show generic cyberpunk or neon, 3D cubes, isometric blocks, a freely rotating whole board,
picture reveal, coins, stars, reward chests, lives, timers, characters, maps with scenic islands,
photoreal brass, ocean scenery, boats, treasure, baked UI text, fake store badges, or a collage/
presentation sheet.

#### Reference asset

Generate exactly one reference from `image-prompts/gameplay-master.txt` to
`art-bible/gameplay-master.png`. It is the candidate gameplay master only; it is not a production
sprite sheet or store screenshot.

## Art Bible

### Compass Shift — Art Bible v0.1

**Status:** provisional reference direction; production lock requires product evidence and a later greenlight  
**Reference set:** one GPT Image 2 gameplay master

#### North star

Compass Shift looks like a pocket charting instrument whose shared bearing changes the meaning of
an otherwise still board. Its identity is the relationship between a pale sea-glass puzzle well,
bold coral/brass/teal arrow plates, and a large chart-blue compass bezel that visibly turns after
one arrow leaves. It must remain recognizable if the color palette is removed: one shared compass
mutates every remaining direction.

The generated master is a visual reference. The written GDD, UX flow, and visual brief define the
game. Generated pixels cannot add rules, text, currencies, rewards, characters, or screens.

#### Camera, dimension, and topology

- Fixed portrait, orthographic front view, flat 2D grid.
- No camera rotation, parallax room, isometric staging, hidden back face, or 3D cube depth.
- Layer order: deep chart field -> chart-blue shell -> compass bezel -> sea-glass board well ->
  topology/walls/ports -> arrow tiles -> release/blocked feedback -> code-native UI -> modal UI.
- The board remains stationary while the shared bezel and the effective arrowheads turn.

#### Component language

| Component | Resting state | Active/open state | Blocked/closed state |
|---|---|---|---|
| Arrow tile | flat coral, brass, or teal lozenge; ink head | active tile gains sail outline and slides on its ray | berry outline and short inward nudge |
| Shared compass | broad chart-blue ring, four tick clusters | brass index and one 90-degree bearing sweep | never moves on a blocked tap |
| Static wall | solid ink chart bar | unchanged | physically interrupts the arrow ray |
| Plain exit | open notch in board rim | teal inner edge when a clear ray reaches it | no glow when ray is blocked |
| Phase window | shutter aperture with one tick cluster | brass/teal open outline in matching phase | opaque chart-blue shutter otherwise |
| Patterned port | aperture with a two-phase dot/dash ring | matching pattern thickens | nonmatching marks remain subdued |
| Board cell | pale sea glass with faint chart rhythm | clear ray may receive a subtle wash | never turns into a 3D socket |

Arrow color is never a mechanic. Every arrow follows the same release and shared-quarter-turn rule.
All aperture eligibility is encoded on the board edge and evaluated against the same compass phase.

#### Signature compass

The compass bezel is visually larger than a status badge and spatially integrated with the board.
Use four unequal cardinal tick clusters, a brass index notch, and a restrained inner bearing line.
Production may add live accessible N/E/S/W labels in code, but the generated art contains no
letters. A successful release turns the bezel exactly one quarter-turn; a blocked tap leaves it
perfectly still.

#### Palette and contrast

Use the tokens locked in `visual-brief.md`: `#071E2F`, `#0E3550`, `#CFE3D9`, `#173849`,
`#EF6B5B`, `#C8A45D`, `#2B9B91`, `#F5F0E5`, and `#A84656`. The board well must remain the quietest
large surface. Coral, brass, and teal are limited to arrow families and state accents. Avoid
high-saturation neon bloom.

Direction is encoded by silhouette; port phase by ticks/pattern; state by outline/weight/motion.
Every mechanic must remain legible in grayscale and high-contrast modes.

#### UI system

- Home: compass-and-arrow mark, Play/Continue, level map, How to Play, settings.
- Playing: small level label, shared compass integrated with board, Undo, Restart, Help, and pause.
- Level map: 50 code-native level buttons grouped into four tiers; no scenic reward path.
- Completion: Next, Replay, Map, and a compact technical-result affordance when tools are open.
- Modal panels: opaque chart-blue field, sail text, one teal primary action, one outlined secondary.
- No lives, timer in normal mode, coins, stars, streaks, reward chest, ad banner, or hint autoplay.

All controls, labels, numerals, patterns, focus states, and accessibility names are rebuilt in code.
Generated raster UI is not shippable UI.

#### Motion, VFX, audio pairing

Animation follows the deterministic transaction: resolve ray -> release one arrow -> remove it ->
turn shared compass 90 degrees -> settle all remaining arrowheads -> test win. Use clean translation,
ring rotation, and line-weight changes; never particle clutter or physics bounce. Blocked feedback
must communicate a no-op.

Pair a soft chart-paper tick with selection, a short airy slide with release, a single geared click
with the quarter-turn, a muted knock with blocking, and a restrained four-note completion bearing.
Audio/haptics are independently disableable.

#### Technical export rules

- Gameplay master: opaque portrait PNG, sRGB, nearest supported GPT Image 2 portrait resolution.
- Production arrows, walls, ports, and bezel are vectors/CSS/Canvas or Unity components, not crops
  from the reference image.
- Keep all UI text and numbers live; never rasterize generated lettering.
- Use palette tokens and state-driven transforms rather than per-level baked variants.
- Optimize later dossier/store images separately; this reference is not a release asset.

#### Forbidden drift

No cyberpunk neon, 3D cubes, isometric block field, rotatable board camera, picture reveal, generic
wood or plastic toy blocks, coins, stars, lives, treasure, characters, boats, ocean scenery,
photoreal compass, ornate steampunk, fake app-store chrome, baked UI text, or multiple mechanic
panels on one sheet.

#### Reference QA

`art-bible/gameplay-master.png`, generated with `gpt-image-2` from
`image-prompts/gameplay-master.txt`, is accepted only when visual inspection confirms: portrait
orthographic flat-2D composition; deep chart-blue shell; pale sea-glass well; signal-coral, brass,
and teal flat arrow tiles; one and only one visibly releasing arrow; a large rotating compass bezel
with four cardinal tick groups; readable wall/window/port topology; no 3D cube, picture reveal,
character, currency/reward symbol, cyberpunk neon, or baked text. The asset manifest records this QA.

## Gallery (1 images)

### gameplay-master

![Compass Shift gameplay master visual reference](https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/images/art-bible/gameplay-master.webp)

Size: 941x1672

Generation prompt: IMAGE TYPE
Polished mobile puzzle gameplay-direction reference, opaque portrait PNG, 9:16. One coherent frame,
not a collage, presentation board, sprite sheet, store screenshot, device mockup, or concept sheet.

SUBJECT
Compass Shift, a distinctive flat 2D arrow-release logic game presented as a modern navigational
instrument. A deep chart-blue instrument shell holds one pale sea-glass rectangular board well. A
large low-profile circular compass bezel wraps immediately around and behind the board. The bezel
has four unequal groups of cardinal ticks and a brass index notch, with a restrained visual cue that
it has just rotated exactly one quarter-turn. Do not use letters or numbers on the compass.

GAMEPLAY CONTENT
Place 10 to 14 separate flat arrow tiles on a sparse orthogonal grid. Tiles are thin rounded
lozenges or compact chart-marker plates with one large geometric arrowhead, colored in balanced
signal coral, warm brass, and bearing teal. Color is decorative; every direction must read from the
silhouette. Show exactly one coral arrow in the act of sliding straight out through one open edge
aperture. All other arrows remain on the board, with their arrowheads coherently reoriented by the
shared compass. Include one matte ink-blue static wall, one shutter-like phase-gated edge window
with a cardinal tick cluster, and one patterned edge port with simple dot-dash marks. Keep the
mechanic readable at thumbnail size.

COMPOSITION AND CAMERA
Fixed orthographic front view, perfectly flat 2D board, no perspective room, no isometric angle, no
rotating whole board. Board uses about 75 percent of safe portrait width with generous negative
space. The compass bezel is a signature object, larger than a status icon and spatially integrated
with the board. Minimal icon-only undo, restart, help, and pause controls may sit outside the board,
but no text of any kind.

STYLE AND MATERIAL
Premium editorial vector-like mobile-game art; modern charting instrument; calm, tactile, precise,
and original. Opaque matte enamel, printed chart ink, crisp rounded geometry, shallow contact
shadows used only to separate flat layers. Not photoreal. Not a nautical scene. Not a generic toy.

PALETTE
Deep chart field #071E2F, chart-blue shell #0E3550, pale sea-glass board #CFE3D9, ink bearing
#173849, signal coral #EF6B5B, warm brass #C8A45D, bearing teal #2B9B91, warm sail highlights
#F5F0E5, blocked berry used sparingly #A84656. No electric-neon glow.

STATE CLARITY
The releasing arrow follows one completely clear straight ray to its edge aperture. At least two
remaining arrows have visibly different effective directions after the quarter-turn. Static wall,
phase window, and patterned port are distinct through shape and pattern, not text or color alone.
Show restrained motion arcs only on the shared bezel; never imply that the entire board freely
rotates.

NEGATIVE CONSTRAINTS
No words, letters, numerals, captions, logos, watermark, badges, prices, UI labels, or fake store
chrome. No 3D cubes, block stack, isometric geometry, perspective camera, picture reveal, image
mosaic, coins, stars, gems, hearts, lives, timer, reward chest, characters, faces, mascots, boats,
ocean scenery, treasure map, photoreal compass, ornate steampunk, wood, generic cyberpunk/neon,
dense circuit board, physics debris, multiple released arrows, paired exits, or presentation-board
annotations. Preserve safe margins and one honest playable topology.

## Validation results

### Gate summary

- **Schema:** Legacy-compatible validation
- **Package hash:** 5533c27b924a006ee9d58ff31a3ddfe6a4fb3b1a0dc496784b5db33512a19814
- **Machine structure:** Passed
- **Visual boards:** Not attached
- **Visual QA:** Accepted

### Design coverage

- **Orientations:** None recorded
- **Logical layouts:** None recorded
- **Output dimensions:** None recorded
- **Screens:** None recorded
- **Important states:** None recorded
- **Mechanics:** None recorded
- **Accessibility:** None recorded

## History

### Status history

- 2026-08-10T18:24:21.556Z: prototype-live (catalog sync)

### Immutable revisions (4)

#### Revision 4

- **Hash:** b1df335d6671025e375e64bc1f49b1ff9bdab17f227b393cf90abc9fa1822587
- **Created:** 2026-09-05T10:30:34.826Z
- **Release:** 2.5.3
- **Build:** a56a182 2026-09-05 12:33Z
- **Change summary:** Released the 50-level Compass Shift technical prototype with causal compass, wall, and aperture mechanics plus fresh FTUE and accessible mobile/desktop controls.
- **Title:** Compass Shift
- **Pitch:** Tap a free arrow off a flat 2D board; every successful release removes exactly one arrow and advances one shared compass exactly one quarter-turn, rotating the effective direction of every remaining arrow; blocked taps neither remove nor rotate.
- **State:** prototype-live
- **Stage:** 2
- **Score:** 91
- **GDD excerpt:** Adjacent tap-away/arrow-release adoption and current listing activity are CONFIRMED in ../01-market-scan/. The global-compass gap, rules, content grammar, visual direction, and commercial constraints are INFERRED. Audience comprehension/interest, mechanic demand, fun, actual retention, conversion, revenue, keyword metrics, uniqueness, and store approval are UNKNOWN.
- **Art excerpt:** Compass Shift looks like a pocket charting instrument whose shared bearing changes the meaning of an otherwise still board. Its identity is the relationship between a pale sea-glass puzzle well, bold coral/brass/teal arrow plates, and a large chart-blue compass bezel that visibly turns after one arrow leaves. It must remain recognizable if the color palette is removed: one shared compass mutates every remaining di...

Source files:

- idea-lab/outputs/2026-08-compass-shift-en-us/00-brief/research-brief.md (source-brief, sha256 5b8d8d1c7a277252d4dc8eecc868fa6423726848638287769b6dabf2692d4cf3)
- pipeline/compass-shift/design/art-bible.md (art-bible, sha256 c42b45662cea2f43b2ae9e33b1d159d711ed292916a15655c6920d3670860d08)
- pipeline/compass-shift/design/art-bible/gameplay-master.png (visual-output, sha256 28ec883e20eb12e32675c108b5245a59ba99188c2b3ee3b1ab51f6a7f7d0deb8)
- pipeline/compass-shift/design/asset-manifest.json (asset-manifest, sha256 2cbad87fc059134480090dbafbd6b58bc2de793b5fd93ceb309e90a339a7c5c2)
- pipeline/compass-shift/design/gdd.md (gdd, sha256 31e21284a7c7b941ed25a9d077dabad6079cbc9fe9fb2cd87f3492fb81e004d6)
- pipeline/compass-shift/design/image-prompts/gameplay-master.txt (prompt, sha256 ec0ccd0d958eee1e43f2193d3b44520f0226f377782d68bcd3d148253cb5fded)
- pipeline/compass-shift/design/ux-flow.md (ux-flow, sha256 266adeb717cc5f8708b95c4a662ea726b0b588bb47b3501a6e55531a389db7ea)
- pipeline/compass-shift/design/visual-brief.md (visual-brief, sha256 3fde27dbc325cd9bfb524fdaa1ab117c2e38a19aa12a5fe807119cae33eff3b2)

#### Revision 3

- **Hash:** 025369c9a78e7daa07cc3b833c5d25773d27632b1b0d71ac34b958e46769444a
- **Created:** 2026-08-10T18:24:21.556Z
- **Release:** 2.0.5
- **Build:** 0d95bca 2026-08-19 16:14Z
- **Change summary:** Released the 50-level Compass Shift technical prototype with causal compass, wall, and aperture mechanics plus fresh FTUE and accessible mobile/desktop controls.
- **Title:** Compass Shift
- **Pitch:** Tap a free arrow off a flat 2D board; every successful release removes exactly one arrow and advances one shared compass exactly one quarter-turn, rotating the effective direction of every remaining arrow; blocked taps neither remove nor rotate.
- **State:** prototype-live
- **Stage:** 2
- **Score:** 91
- **GDD excerpt:** Adjacent tap-away/arrow-release adoption and current listing activity are CONFIRMED in ../01-market-scan/. The global-compass gap, rules, content grammar, visual direction, and commercial constraints are INFERRED. Audience comprehension/interest, mechanic demand, fun, actual retention, conversion, revenue, keyword metrics, uniqueness, and store approval are UNKNOWN.
- **Art excerpt:** Compass Shift looks like a pocket charting instrument whose shared bearing changes the meaning of an otherwise still board. Its identity is the relationship between a pale sea-glass puzzle well, bold coral/brass/teal arrow plates, and a large chart-blue compass bezel that visibly turns after one arrow leaves. It must remain recognizable if the color palette is removed: one shared compass mutates every remaining di...

Source files:

- idea-lab/outputs/2026-08-compass-shift-en-us/00-brief/research-brief.md (source-brief, sha256 fe458c634467213883bc50ff4af0b57865228e35b3a827a330a5a40281aee21f)
- pipeline/compass-shift/design/art-bible.md (art-bible, sha256 88274d5995e0c44eb08e30ce0f21ef56d8043c4ed4d3902def367ddd17a9a165)
- pipeline/compass-shift/design/art-bible/gameplay-master.png (visual-output, sha256 28ec883e20eb12e32675c108b5245a59ba99188c2b3ee3b1ab51f6a7f7d0deb8)
- pipeline/compass-shift/design/asset-manifest.json (asset-manifest, sha256 f17c7ae456e46ba84900778bb4922c847fa62fd92f697afbaa69cf0c1eb6375d)
- pipeline/compass-shift/design/gdd.md (gdd, sha256 14a0185a1da6b103a5ab2de73672fcfeb89d65f855dc785bc99470a610bf2513)
- pipeline/compass-shift/design/image-prompts/gameplay-master.txt (prompt, sha256 988b03b6d2bc15eeb2e950b69eeb7b78beb1d9c6ccd33969e39b8877904305af)
- pipeline/compass-shift/design/ux-flow.md (ux-flow, sha256 69004300f46c5be8c2079ef228137a2f1fd0ca7e79092dd790475552c942b2d9)
- pipeline/compass-shift/design/visual-brief.md (visual-brief, sha256 c0a9524766ddec81d1a2286e6ba67dc8e3ca795946ea6acf4108a058ec5ca560)

#### Revision 2

- **Hash:** ff12d9eb5639f0b05ab9c0f019bd94c3a6137016b52f3717a1611aed6cc63bee
- **Created:** 2026-08-10T18:24:21.556Z
- **Release:** 2.0.1
- **Build:** f6df611 2026-08-19 04:53Z
- **Change summary:** Released the 50-level Compass Shift technical prototype with causal compass, wall, and aperture mechanics plus fresh FTUE and accessible mobile/desktop controls.
- **Title:** Compass Shift
- **Pitch:** Tap a free arrow off a flat 2D board; every successful release removes exactly one arrow and advances one shared compass exactly one quarter-turn, rotating the effective direction of every remaining arrow; blocked taps neither remove nor rotate.
- **State:** prototype-live
- **Stage:** 2
- **Score:** 91
- **GDD excerpt:** Adjacent tap-away/arrow-release adoption and current listing activity are CONFIRMED in ../01-market-scan/. The global-compass gap, rules, content grammar, visual direction, and commercial constraints are INFERRED. Audience comprehension/interest, mechanic demand, fun, actual retention, conversion, revenue, keyword metrics, uniqueness, and store approval are UNKNOWN.
- **Art excerpt:** Compass Shift looks like a pocket charting instrument whose shared bearing changes the meaning of an otherwise still board. Its identity is the relationship between a pale sea-glass puzzle well, bold coral/brass/teal arrow plates, and a large chart-blue compass bezel that visibly turns after one arrow leaves. It must remain recognizable if the color palette is removed: one shared compass mutates every remaining di...

Source files:

- idea-lab/outputs/2026-08-compass-shift-en-us/00-brief/research-brief.md (source-brief, sha256 fe458c634467213883bc50ff4af0b57865228e35b3a827a330a5a40281aee21f)
- pipeline/compass-shift/design/art-bible.md (art-bible, sha256 88274d5995e0c44eb08e30ce0f21ef56d8043c4ed4d3902def367ddd17a9a165)
- pipeline/compass-shift/design/art-bible/gameplay-master.png (visual-output, sha256 28ec883e20eb12e32675c108b5245a59ba99188c2b3ee3b1ab51f6a7f7d0deb8)
- pipeline/compass-shift/design/asset-manifest.json (asset-manifest, sha256 f17c7ae456e46ba84900778bb4922c847fa62fd92f697afbaa69cf0c1eb6375d)
- pipeline/compass-shift/design/gdd.md (gdd, sha256 14a0185a1da6b103a5ab2de73672fcfeb89d65f855dc785bc99470a610bf2513)
- pipeline/compass-shift/design/image-prompts/gameplay-master.txt (prompt, sha256 988b03b6d2bc15eeb2e950b69eeb7b78beb1d9c6ccd33969e39b8877904305af)
- pipeline/compass-shift/design/ux-flow.md (ux-flow, sha256 69004300f46c5be8c2079ef228137a2f1fd0ca7e79092dd790475552c942b2d9)
- pipeline/compass-shift/design/visual-brief.md (visual-brief, sha256 c0a9524766ddec81d1a2286e6ba67dc8e3ca795946ea6acf4108a058ec5ca560)

#### Revision 1

- **Hash:** ace1265d0edf50fa85a51b11f0b5f558db948f022c07daea84aa4d6b74028cda
- **Created:** 2026-08-10T18:24:21.556Z
- **Release:** 1.1.5
- **Build:** 40d5301 2026-08-10 19:04Z
- **Change summary:** Released the 50-level Compass Shift technical prototype with causal compass, wall, and aperture mechanics plus fresh FTUE and accessible mobile/desktop controls.
- **Title:** Compass Shift
- **Pitch:** Tap a free arrow off a flat 2D board; every successful release removes exactly one arrow and advances one shared compass exactly one quarter-turn, rotating the effective direction of every remaining arrow; blocked taps neither remove nor rotate.
- **State:** prototype-live
- **Stage:** 2
- **Score:** 91
- **GDD excerpt:** Adjacent tap-away/arrow-release adoption and current listing activity are CONFIRMED in ../01-market-scan/. The global-compass gap, rules, content grammar, visual direction, and commercial constraints are INFERRED. Audience comprehension/interest, mechanic demand, fun, actual retention, conversion, revenue, keyword metrics, uniqueness, and store approval are UNKNOWN.
- **Art excerpt:** Compass Shift looks like a pocket charting instrument whose shared bearing changes the meaning of an otherwise still board. Its identity is the relationship between a pale sea-glass puzzle well, bold coral/brass/teal arrow plates, and a large chart-blue compass bezel that visibly turns after one arrow leaves. It must remain recognizable if the color palette is removed: one shared compass mutates every remaining di…

Source files:

- pipeline/compass-shift/design/art-bible.md (art-bible, sha256 88274d5995e0c44eb08e30ce0f21ef56d8043c4ed4d3902def367ddd17a9a165)
- pipeline/compass-shift/design/art-bible/gameplay-master.png (reference-image, sha256 28ec883e20eb12e32675c108b5245a59ba99188c2b3ee3b1ab51f6a7f7d0deb8)
- pipeline/compass-shift/design/gdd.md (gdd, sha256 14a0185a1da6b103a5ab2de73672fcfeb89d65f855dc785bc99470a610bf2513)
- pipeline/compass-shift/design/ux-flow.md (ux-flow, sha256 69004300f46c5be8c2079ef228137a2f1fd0ca7e79092dd790475552c942b2d9)
- pipeline/compass-shift/design/visual-brief.md (visual-brief, sha256 c0a9524766ddec81d1a2286e6ba67dc8e3ca795946ea6acf4108a058ec5ca560)

## Source package files (6)

Images are listed with direct URLs in the Gallery section.

### artifacts/image-prompts/gameplay-master.txt

URL: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/artifacts/image-prompts/gameplay-master.txt
Type: text/plain; charset=utf-8, 3454 bytes

```text
IMAGE TYPE
Polished mobile puzzle gameplay-direction reference, opaque portrait PNG, 9:16. One coherent frame,
not a collage, presentation board, sprite sheet, store screenshot, device mockup, or concept sheet.

SUBJECT
Compass Shift, a distinctive flat 2D arrow-release logic game presented as a modern navigational
instrument. A deep chart-blue instrument shell holds one pale sea-glass rectangular board well. A
large low-profile circular compass bezel wraps immediately around and behind the board. The bezel
has four unequal groups of cardinal ticks and a brass index notch, with a restrained visual cue that
it has just rotated exactly one quarter-turn. Do not use letters or numbers on the compass.

GAMEPLAY CONTENT
Place 10 to 14 separate flat arrow tiles on a sparse orthogonal grid. Tiles are thin rounded
lozenges or compact chart-marker plates with one large geometric arrowhead, colored in balanced
signal coral, warm brass, and bearing teal. Color is decorative; every direction must read from the
silhouette. Show exactly one coral arrow in the act of sliding straight out through one open edge
aperture. All other arrows remain on the board, with their arrowheads coherently reoriented by the
shared compass. Include one matte ink-blue static wall, one shutter-like phase-gated edge window
with a cardinal tick cluster, and one patterned edge port with simple dot-dash marks. Keep the
mechanic readable at thumbnail size.

COMPOSITION AND CAMERA
Fixed orthographic front view, perfectly flat 2D board, no perspective room, no isometric angle, no
rotating whole board. Board uses about 75 percent of safe portrait width with generous negative
space. The compass bezel is a signature object, larger than a status icon and spatially integrated
with the board. Minimal icon-only undo, restart, help, and pause controls may sit outside the board,
but no text of any kind.

STYLE AND MATERIAL
Premium editorial vector-like mobile-game art; modern charting instrument; calm, tactile, precise,
and original. Opaque matte enamel, printed chart ink, crisp rounded geometry, shallow contact
shadows used only to separate flat layers. Not photoreal. Not a nautical scene. Not a generic toy.

PALETTE
Deep chart field #071E2F, chart-blue shell #0E3550, pale sea-glass board #CFE3D9, ink bearing
#173849, signal coral #EF6B5B, warm brass #C8A45D, bearing teal #2B9B91, warm sail highlights
#F5F0E5, blocked berry used sparingly #A84656. No electric-neon glow.

STATE CLARITY
The releasing arrow follows one completely clear straight ray to its edge aperture. At least two
remaining arrows have visibly different effective directions after the quarter-turn. Static wall,
phase window, and patterned port are distinct through shape and pattern, not text or color alone.
Show restrained motion arcs only on the shared bezel; never imply that the entire board freely
rotates.

NEGATIVE CONSTRAINTS
No words, letters, numerals, captions, logos, watermark, badges, prices, UI labels, or fake store
chrome. No 3D cubes, block stack, isometric geometry, perspective camera, picture reveal, image
mosaic, coins, stars, gems, hearts, lives, timer, reward chest, characters, faces, mascots, boats,
ocean scenery, treasure map, photoreal compass, ornate steampunk, wood, generic cyberpunk/neon,
dense circuit board, physics debris, multiple released arrows, paired exits, or presentation-board
annotations. Preserve safe margins and one honest playable topology.
```

### docs/art-bible.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/docs/art-bible.md
Type: text/markdown; charset=utf-8, 6176 bytes

Full text is reproduced above under "Art Bible".

### docs/gdd.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/docs/gdd.md
Type: text/markdown; charset=utf-8, 19718 bytes

Full text is reproduced above under "Game design document".

### docs/ux-flow.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/docs/ux-flow.md
Type: text/markdown; charset=utf-8, 7946 bytes

Full text is reproduced above under "UX flow".

### docs/visual-brief.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/docs/visual-brief.md
Type: text/markdown; charset=utf-8, 5768 bytes

Full text is reproduced above under "Visual brief".

### validation/asset-manifest.json

URL: https://autechsolutions-game-factory.pages.dev/ideas/compass-shift/files/validation/asset-manifest.json
Type: application/json, 910 bytes

```json
{
  "version": 1,
  "status": "complete",
  "model": "gpt-image-2",
  "blockedReason": null,
  "assets": [
    {
      "id": "gameplay-master",
      "purpose": "Authoritative candidate reference for the portrait orthographic board, shared compass signature, palette, flat arrow language, and edge-obstacle hierarchy",
      "prompt": "image-prompts/gameplay-master.txt",
      "output": "art-bible/gameplay-master.png",
      "references": [],
      "qa": "passed 2026-08-10: portrait orthographic flat-2D frame; deep chart-blue shell; pale sea-glass well; signal-coral, brass, and teal flat arrow tiles; exactly one visibly releasing arrow; large shared compass bezel with four cardinal tick groups and a quarter-turn cue; static wall, phase window, and patterned port readable; no cyberpunk neon, 3D cubes, rotating-board perspective, picture reveal, coins, stars, characters, or baked UI text"
    }
  ]
}
```
