AU-TECH / idea dossier

Layerline

Flip layered circuit panels; every flip changes both physical access and electrical routing.

Current state
Pipeline stage
Advisory score
Package

Market evidence

Claims, not guesses.

Open a claim to inspect its source, freshness, confidence, counter-evidence, and known unknowns.

Game design document

Player promise

UX flow

Every player-facing state.

Visual direction

World language.

The written Art Bible and visual brief establish the intended style; visual QA is reported separately.

Visual brief

Design language

Art Bible

Art direction

Validation

What machines checked.

Structural checks never claim subjective art quality. Visual acceptance is an independent, hash-bound review.

Source package

Immutable snapshots

Version history.

Complete dossier text Markdown · JSON

Overview

Title
Layerline
Pitch
Flip layered circuit panels; every flip changes both physical access and electrical routing.
State
prototype-live
Pipeline stage
Stage 2
Advisory score
71 / 100
Evidence integrity
77 / 100
Run
2026-08-layerline-en-us
Current revision
4
Prototype
/games/layerline/
Tags
custom-spatial-logic, 2D, portrait, legacy validation
Updated
2026-09-05T10:30:34.827Z

Market evidence claims (0)

No indexed market evidence is attached yet.

Game design document

# Layerline — Game Design Document v0.1 **Status:** provisional candidate; automatically approved for design, not selected **Platform target:** iOS and Android, portrait 2D **Input:** one-thumb pointer/touch **Evidence date:** 2026-08-08 ## Evidence boundary Public adoption in adjacent folding and line-routing games is `CONFIRMED`; see `../01-market-scan/`. Demand for Layerline's coupled mechanic, retention, conversion, revenue, keyword volume, and trend are `UNKNOWN`. All rules and targets below are `INFERRED` design choices until pretotype or prototype evidence is recorded. ## Player promise **Flip layered circuit panels. Every flip rewires the board.** In a calm, fully inspectable puzzle, the player flips hinged circuit shutters to expose the right layers and power every terminal at once. A flip always changes two things: which shutters are available and which route carries power. ## Pillars 1. **One move, two consequences** — spatial access and live routing are inseparable. 2. **Honest state** — touch-down previews the exact move; no timer, hidden physics, or random loss. 3. **Readable calm** — short portrait boards, restrained motion, unlimited undo. 4. **Systemic depth** — difficulty comes from a solvable rule grammar, not spectacle or reskins. ## Audience and session - Casual puzzle players who understand folding, path, or connection games. - Expected session: one to five minutes; no session-length claim is validated. - Normal play is offline-capable after install. Progress persists locally. ## Core loop 1. Read the source, terminals, visible traces, hinge tabs, and covered relationships. 2. Press an exposed hinge tab to preview its destination, coverage changes, and projected power. 3. Release on the same tab to flip; drag away to cancel. 4. Observe the recomputed visible network; undo or choose another legal shutter. 5. Power every required terminal simultaneously to complete the board. 6. Continue to the next board; replay is optional and never required for currency. ## Deterministic rules ### Board model - A board contains one fixed backplane, one or more sources, required terminals, and 2-10 hinged shutters. - Each shutter has two discrete states, `A` and `B`. Its state determines its occupied footprint, visible face trace, and directed cover relationships. - Every shutter shows its current trace and a small edge glyph for its alternate face. Preview reveals the complete after-state, so the reverse face is never hidden information. - Only top-visible traces conduct. A covered trace is inactive; fixed backplane traces always conduct. - Ports connect only when their geometry and channel symbol match. Color reinforces a channel but is never the sole signal. ### Legal move - A shutter is legal when its hinge tab is not covered and its authored sweep is unobstructed. - A legal flip toggles its state. It may expose or cover other shutters according to the new cover graph. - A flip never removes a piece, creates randomness, or changes any unrelated board data. - Illegal input does not consume a move; the blocking shutter pulses once. ### Power and win - After every preview or committed flip, a graph traversal recomputes power from every source over visible compatible traces. - Diodes permit traversal only in their marked direction. Insulated bridges allow two channels to cross without joining. Splitters join one input to two outputs. - The board completes when all required terminals are powered in the same state. - There is no timer, life, energy, or fail state. Restart restores the authored initial bitset; undo restores the exact prior bitset. ## Content grammar The launch target is 96 solver-verified boards in eight 12-board modules. This is a production target, not evidence of content-market fit. | Module | New rule | Design purpose | |---|---|---| | 1. First Light | two-face shutter, one source, one terminal | teach preview and commit | | 2. Under/Over | changing cover graph | establish the second consequence | | 3. Branch | splitters and two terminals | simultaneous route planning | | 4. Direction | diodes | directional reasoning | | 5. Crossing | insulated bridges | separate overlapping channels | | 6. Relay | a powered relay exposes a marked hinge | couple route and access more tightly | | 7. Dual Feed | two marked sources/channels | manage parallel networks without color reliance | | 8. Synthesis | bounded combinations of prior rules | prove depth without new exceptions | Each module teaches one rule in isolation, combines it with one prior rule, then ends with three synthesis boards. A solver must prove reachability, reject zero-move boards, record shortest depth, and reject duplicate state graphs. Manual curation remains required for readability and pacing. ## Difficulty and progression - Difficulty inputs: shutter count, cover depth, legal branching factor, shortest solution length, misleading locally useful moves, terminals, and rule families. - The chapter path is linear and unlocks by completion only. No stars, currencies, loot, daily streak gate, or decorative meta is required. - The game may record best move count for diagnostics, but v0.1 does not grade or gate the player with it. - Hint v0.1 reveals one legal move on a shortest path after confirmation. Hints are not sold in the prototype and do not create an artificial failure. ## Game states `boot -> home -> chapter-map -> level-intro -> playing <-> paused -> completed -> next-level` Playing substates are `idle`, `previewing`, `flipping`, and `flow-settling`. Input is locked only during the short flip/settle animation. App backgrounding saves the exact board state. ## Economy and monetization boundary Willingness to pay and unit economics are `UNKNOWN`. The prototype has no monetization. Candidate constraints for later testing: - no mid-level interstitials, paid undo, energy, or manufactured loss; - any ad appears only between completed/abandoned sessions and must be frequency-capped; - premium, one-time ad removal, or additional level packs remain hypotheses, not commitments. ## UX, accessibility, audio, and feedback - Board occupies at least 70% of the safe portrait width; hinge targets are at least 44 x 44 CSS pixels in the web prototype. - Channel identity uses line pattern and terminal shape in addition to color. - Settings: sound, music, haptics, reduced motion, high contrast, and reset progress. - Preview uses a ghost footprint and dashed prospective flow; commit uses a 220-320 ms flip and a short power chase. Reduced motion uses a crossfade under 100 ms. - Audio uses soft mechanical ticks, a continuous low power tone, and a restrained completion chord. ## Analytics plan Record event names and parameters without personal content: tutorial start/complete, preview, cancel, legal flip, illegal tap, undo, restart, hint, level complete, attempts, active time, and exit level. Phase 10 may compare uninstall, engagement, retention, and performance with store benchmarks only after real data exists. ## Technical contract for prototype - Pure deterministic state reducer: immutable board data + state bitset -> legal moves, cover graph, active electrical graph, and win state. - Solver and runtime share the same transition and win functions. - Portrait web prototype first; no Unity work before prototype greenlight. - The web prototype contains a 50-board solver-verified campaign. Six authored mechanic templates anchor it; reflected and alternate-state boards exercise the same deterministic grammar from distinct starting states. This validates runtime breadth, not production pacing or content fit. - First run teaches the goal, hold/release preview input, and layer consequence in a skippable, replayable FTUE. Tutorial completion is persisted only after a real legal shutter flip. - Target 60 fps animation on representative mobile hardware; no network is required for play. - Level JSON owns footprints, state faces, trace ports, cover edges, sources, terminals, and initial state. Presentation code cannot change game rules. ## Pretotype and prototype acceptance Advance from pretotype only if: - at least 70% of a minimum 20 target-lane testers describe both “flip/expose” and “connect/power” after one store frame; - no more than 20% call it merely Paper Fold with wires or a standard pipe rotator; - the first frame is understandable without more than one short caption. Greenlight the playable prototype only if: - at least 8 of 10 first-time sessions correctly predict both consequences after FTUE and within the first three boards; - all 50 prototype boards are solver-verified and undo/restart are exact; - no critical rule, save, input, or layout defect remains; - three synthesis boards produce distinct solution graphs and remain readable on a small phone. These are future decision thresholds, not observed results. ## Kill or revise conditions - Kill if the core reads as a cosmetic fold/circuit clone or the no-repeat ledger matches. - Kill if the solver cannot generate varied, readable state graphs. - Revise if two-consequence prediction misses the tutorial threshold. - Revise the visual language if projected flow or cover changes cannot be read together. ## Out of scope for v0.1 3D camera, physics, screw/bolt removal, trays, hidden rear information, botanical restoration, characters, narrative scenes, competitive modes, live events, cloud sync, subscriptions, and Unity production.

UX flow

# Layerline — UX Flow v0.1 **Status:** provisional; paired with GDD v0.1 ## Primary flow `Launch -> Home -> Chapter Map -> Level -> Completion -> Next Level` On first launch, Home offers one primary action: **Start**. Returning players see **Continue** and the next incomplete board. No account, marketing modal, daily reward, or purchase prompt interrupts the first session. ## Screen inventory | Screen/state | Required elements | Primary action | Escape/recovery | |---|---|---|---| | Boot | logo mark, loading indicator only when needed | automatic | retry local data load | | Home | Continue/Start, Chapters, Settings | enter next board | no destructive prompt | | Chapter Map | eight modules, completion counts, locked reason | choose unlocked board | Home | | Level Intro | rule name and one visual example for first-use rules | Start | Map | | Playing | board, source/terminal status, level label, undo, restart, pause | preview/flip | undo/restart/pause | | Paused | Resume, Restart, Settings, Exit | Resume | system back resumes or confirms exit | | Completed | powered board, Next, Replay, Map | Next | Map | | Settings | audio, haptics, reduced motion, high contrast, reset progress | save immediately | Back | | Reset Confirm | exact progress-loss warning | hold to reset | Cancel default | ## Playing interaction 1. Pointer down on an exposed hinge tab enters `previewing`. 2. A ghost shutter shows the destination; prospective covered objects dim; newly exposed objects brighten; dashed flow shows the exact after-state. 3. Release on the tab commits. Move away before release cancels without changing state. 4. A committed flip animates, then flow settles. Undo becomes available. 5. When every terminal is live, board controls remain visible until the completion transition. Illegal or covered hinges are visibly recessed. Touching one pulses the blocker and produces a soft locked tick; it never changes state. ## Tutorial sequence - Board 1: one legal flip; teach press, preview, release. - Board 2: alternate face changes the route; ask the player to predict the lit terminal. - Board 3: one shutter exposes another while breaking a route; teach the two-consequence rule. - Text is one short sentence per board and disappears after the demonstrated action. - Replay Help shows the same interactive examples; tutorials can be reset independently. ## Navigation and persistence - System back from play opens Pause; system back from Home exits normally. - Backgrounding saves board ID, state bitset, undo stack, and settings atomically. - A corrupted or incompatible save falls back to the start of the current board, never a full progress reset, and displays a plain recovery message. - Safe-area insets protect all navigation and hinge targets; the puzzle can scale without cropping. ## Accessibility behavior - Every powered channel has color, line pattern, and endpoint shape. - High contrast strengthens trace/background luminance and removes translucent decorative layers. - Reduced motion replaces flips and power chases with short crossfades. - Controls expose text labels to platform accessibility APIs; gameplay objects announce state, face, legal/blocked status, and connected terminal count. - Haptics and audio can be disabled independently. ## Error and empty states - No network: play continues; analytics queue locally. - No saved progress: Start begins Board 1. - Chapter complete: return to Map with the next module highlighted, no reward chest. - All launch boards complete: show Replay Chapters and a simple completion message; never claim that more content is available unless it is installed.

Visual brief

# Layerline — Visual Brief v0.1 **Status:** locked for candidate reference generation; provisional for production ## Visual thesis A calm instrument panel made from thin matte enamel shutters: precise enough to explain a network, soft enough to avoid a technical PCB simulator. The signature image is one shutter midway through a flat hinged flip while the old power path fades and the new path lights. ## Non-negotiable frame - Portrait 9:16, orthographic front view, flat 2D composition; no 3D camera or perspective room. - One centered puzzle board uses 70-78% of safe width. - 4-7 overlapping shutters, each with an exposed hinge tab and large readable trace. - One mint source, two distinct terminals, one clearly lit route, and one dashed prospective route. - Current and alternate faces must read as one physical shutter, not two loose tiles. - UI outside the board is minimal: level label, undo, restart, pause. ## Palette roles | Role | Color | Use | |---|---|---| | Night field | `#101522` | full background | | Board well | `#182033` | puzzle container | | Cool shutter | `#D9E3EE` | primary face | | Slate shutter | `#7F90A8` | alternate face and covered state | | Ink trace | `#263148` | unpowered conductor | | Live mint | `#63E2C2` | powered conductor/source | | Terminal amber | `#FFC45C` | required endpoint, also shaped | | Preview blue | `#73B7FF` | ghost footprint/dashed prospective flow | | Fault coral | `#FF7B83` | blocked/invalid feedback only | | Warm white | `#F4F7FA` | labels/icons | Powered state must remain distinct in grayscale through bloom, line weight, and endpoint fill. ## Shape and material language - Shutters: rounded rectangles, 12-16 px reference corner radius, 3:2 to 2:1 proportions. - Hinges: short pill tabs integrated into one edge; never screws, bolts, rivets, or exposed hardware. - Traces: 8-12 px monoline paths with rounded joins; no dense PCB micro-detail. - Terminals: hollow geometric sockets that fill and pulse when powered. - Material: opaque matte enamel/polymer with a shallow 6-10 px separation shadow. No paper grain, cardboard fold, wood, glassmorphism, metal grime, or photoreal texture. ## Typography and iconography - Humanist geometric sans; candidate direction: rounded terminals, open counters, tabular numerals. - Use sentence case. One weight for labels, one semibold weight for level/rule names. - Icons are 2 px rounded-line symbols in 24 px boxes. Undo, restart, pause, sound, haptics, motion, and contrast must remain recognizable without labels but receive accessibility names. ## Motion and VFX - Flip: 220-320 ms edge-axis squash/expand with face swap at midpoint; no perspective camera move. - Preview: 120 ms ghost fade, dashed blue flow, coverage dim/brighten. - Power: mint chase at constant speed, then steady soft halo; no sparks or particle storm. - Completion: one board-wide synchronized pulse and a restrained 400 ms chord. - Reduced motion: under-100 ms crossfade, static powered outline, no chase. ## Do / do not Do show the two simultaneous consequences, readable hierarchy, real gameplay topology, and honest mobile UI. Do not show origami pictures, independent pipe tiles, screw trays, botanical machines, cyberpunk circuitry, isometric machinery, characters, coins, stars, reward chests, or UI text baked into production sprites. ## Reference set Generate three separate images with GPT Image 2: 1. gameplay master frame — authoritative composition, material, palette, and topology; 2. world-language sheet — shutters, traces, terminals, state and VFX examples on a neutral field; 3. UI-language frame — Home, Chapter Map, and Playing UI aligned to the master. Generated UI is a visual reference only. Production UI must be reconstructed from components and validated against the GDD/UX flow.

Art Bible

# Layerline — Art Bible v0.1 **Status:** provisional reference set complete; production lock requires prototype greenlight ## North star Layerline looks like a quiet handheld logic instrument. Matte shutters float over a deep navy well; bold traces make electrical consequences readable at phone size. The visual identity comes from layered hinged geometry plus live mint flow—not from a circuit theme applied to a familiar grid. The authoritative rules are `gdd.md`, `ux-flow.md`, and `visual-brief.md`. Generated images may interpret those rules but cannot add mechanics, screens, rewards, characters, or content families. ## Gameplay frame - Fixed orthographic portrait view; board centered in the safe area. - Layer order: night field -> board well -> fixed backplane -> shutters/shadows -> traces -> preview and live flow -> board UI -> modal UI. - The active hinge tab, occupied footprint, cover relationships, source, and every required terminal must remain visible or deliberately indicated. - A preview must distinguish current state, future footprint, newly covered/exposed objects, and future power without relying only on color. ## Component language | Component | Normal | Preview/active | Blocked/completed | |---|---|---|---| | Shutter | cool or slate matte face, ink trace | blue ghost edge and lifted shadow | recessed/dim when covered | | Hinge tab | integrated pill with face glyph | warm-white outline | coral pulse on illegal touch | | Source | mint ring with directional notch | prospective path dashed | steady halo when connected | | Terminal | amber hollow socket + unique shape | blue outer prediction ring | amber fill plus mint center when powered | | Trace | ink monoline | blue dashed future line | mint live line with weight increase | | Diode | triangle + stop bar in trace | direction preserved in preview | never color-only | | Bridge | small overpass gap in one line | both channels independently previewed | no connection dot | | Relay | outlined gate + hinge glyph | mint fill when enabled | recessed while unpowered | ## Environment and chapters The background remains one night-field family. Modules change only restrained board-well accents, trace symbols, and rule illustrations; they do not reskin the game into unrelated worlds. Decorative marks stay outside playable footprints and never resemble usable ports. ## UI system - Home: logo mark derived from two overlapping shutters and one continuous live line; one primary Continue/Start button. - Chapter Map: vertical sequence of eight labeled modules using rule icons, not scenic islands. - Playing: compact top label; bottom controls for undo, restart, and pause; no currencies or banners. - Modals: opaque navy panels, warm-white labels, one mint primary action, one outline secondary. - Minimum touch target 44 x 44 CSS pixels; safe area required on all sides. ## Typography, iconography, and localization Choose a licensed geometric humanist sans during production. Reference images use placeholder letterforms only. Layout must tolerate 30% longer labels and dynamic type on non-board screens. Icons use rounded strokes, consistent optical weight, and platform accessibility labels. ## Motion, light, and audio pairing Motion follows the exact state reducer: preview, commit, flow recompute, completion. Shadows may communicate layer order but never imply free 3D rotation. Mint bloom is limited to powered traces; preview blue never appears as a committed state. Sound events map one-to-one to preview cancel, legal flip, illegal touch, power connect, undo, and completion. ## Accessibility variants - Standard and high-contrast palettes preserve semantic roles. - Channels combine hue with solid/dashed/double-line patterns and socket geometry. - Reduced-motion reference replaces hinge animation and chase with crossfades and static outlines. - No gameplay information may depend on glow, depth shadow, audio, or haptics alone. ## Technical export rules - Reference boards: PNG, 1536 x 2732 or nearest GPT Image 2 portrait output, sRGB, opaque. - Production sprites: lossless PNG, power-of-two atlases where useful, 2x mobile reference density. - UI text and numerals remain live text; never ship generated raster text. - Nine-slice panels preserve corner radius and border weight. - VFX colors come from tokens; no per-level embedded color edits. ## Forbidden drift No paper/origami finish, screw/bolt hardware, tray sorting, picture reveal, independent grid-tile rotation, botanical restoration, isometric factory, neon cyberpunk density, realistic PCB, coins, stars, loot, characters, or generated fake store badges. ## Reference status Three GPT Image 2 references exist and passed visual inspection on 2026-08-08. The master passed on its first render. The world sheet was edited once to remove a fastener-like hinge detail. The UI frame was edited once to replace a generic pipe-tile grid with the authoritative layered-shutter topology. The manifest preserves the final prompts, references, outputs, and QA decisions.

Validation results

Gate summary

Schema
Legacy-compatible validation
Package hash
06216d87c9c67764f161602347281439b1d9ec9dfc4d222cc33ef708ec6653f6
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

  • 2026-08-10T14:46:24.331Z: prototype-live (catalog sync)

Immutable revisions (4)

Revision 4
Hash
3cdc8073de35ed155927f1278ff0e61fbfd6799fabb7630d0b69b7c7c855468b
Created
2026-09-05T10:30:34.827Z
Release
2.5.3
Build
a56a182 2026-09-05 12:33Z
Change summary
Aligned the flat layered-board direction with edge-to-edge traces, consequence previews, component glyphs, and accessible controls.
Title
Layerline
Pitch
Flip layered circuit panels; every flip changes both physical access and electrical routing.
State
prototype-live
Stage
2
Score
71
GDD excerpt
Public adoption in adjacent folding and line-routing games is CONFIRMED; see ../01-market-scan/. Demand for Layerline's coupled mechanic, retention, conversion, revenue, keyword volume, and trend are UNKNOWN. All rules and targets below are INFERRED design choices until pretotype or prototype evidence is recorded.
Art excerpt
Layerline looks like a quiet handheld logic instrument. Matte shutters float over a deep navy well; bold traces make electrical consequences readable at phone size. The visual identity comes from layered hinged geometry plus live mint flow—not from a circuit theme applied to a familiar grid.

Source files:

  • idea-lab/outputs/2026-08-layerline-en-us/00-brief/research-brief.md (source-brief, sha256 04c762962c58ca1b5ef76bfc71090b7f1d48944a431743d12e2756a966bd2cea)
  • pipeline/layerline/design/art-bible.md (art-bible, sha256 0386fa0130e8ccfcbad99f09c53afded2b6bf225700715cc0738a95c4c1288b5)
  • pipeline/layerline/design/art-bible/gameplay-master.png (reference, sha256 b20c2913fd33029b7576f58ee4feb5a09741534805af3d84264e3ead8d627177)
  • pipeline/layerline/design/art-bible/ui-language-v2.png (visual-output, sha256 8925d2bd87601c795c3444c3f5e36e0787b22f7b97645b37ec7a93ea425bb079)
  • pipeline/layerline/design/art-bible/world-language-v2.png (visual-output, sha256 f4c8ef89e795f6ddb418731e167775fa2168b7ed7a137d92157e2a8f5193ba3a)
  • pipeline/layerline/design/asset-manifest.json (asset-manifest, sha256 6ef05707b4a330d564a8c0b254e2418d7fae08a6c26c859b6713bfabfa56a439)
  • pipeline/layerline/design/gdd.md (gdd, sha256 69c2c5d99acf014fcffcb94b6acd6ebd6ca49307797499283d5f62686eb8b558)
  • pipeline/layerline/design/image-prompts/gameplay-master.txt (prompt, sha256 da1121e7f5bdd2328f4d803e7b7e38804d2c55326fa1060248936a87fb428d92)
  • pipeline/layerline/design/image-prompts/ui-language-v2.txt (prompt, sha256 e9f9b8e8949fee6805e4a00eb6028e19027319d76c8b220dfb40d0f201ee9bc3)
  • pipeline/layerline/design/image-prompts/world-language-v2.txt (prompt, sha256 841606258188d57b1ffe550823c186c44e73eb8f2cc5686d1263003bad1e087f)
  • pipeline/layerline/design/ux-flow.md (ux-flow, sha256 b795aeee1cd258b7e8cf6d749385dda947257b91382714d92a24967bfe226231)
  • pipeline/layerline/design/visual-brief.md (visual-brief, sha256 1e0dab727f3bd69b420d6435c4cbea3f656a4ea076bfdae3eaea1d3a5c3b4fa4)
Revision 3
Hash
ad66511ce10b25fffa30d8d25fe66f8ac2f275c225cde3446ebe6b85dc14cddf
Created
2026-08-10T14:46:24.331Z
Release
2.0.5
Build
0d95bca 2026-08-19 16:14Z
Change summary
Aligned the flat layered-board direction with edge-to-edge traces, consequence previews, component glyphs, and accessible controls.
Title
Layerline
Pitch
Flip layered circuit panels; every flip changes both physical access and electrical routing.
State
prototype-live
Stage
2
Score
71
GDD excerpt
Public adoption in adjacent folding and line-routing games is CONFIRMED; see ../01-market-scan/. Demand for Layerline's coupled mechanic, retention, conversion, revenue, keyword volume, and trend are UNKNOWN. All rules and targets below are INFERRED design choices until pretotype or prototype evidence is recorded.
Art excerpt
Layerline looks like a quiet handheld logic instrument. Matte shutters float over a deep navy well; bold traces make electrical consequences readable at phone size. The visual identity comes from layered hinged geometry plus live mint flow—not from a circuit theme applied to a familiar grid.

Source files:

  • idea-lab/outputs/2026-08-layerline-en-us/00-brief/research-brief.md (source-brief, sha256 57111b0d5ca364adb144d4429eec5e136117bb8fa5d0037d133bbb2ba53d4db3)
  • pipeline/layerline/design/art-bible.md (art-bible, sha256 2c162540c453fa3141c3efcc5167f86b7847595fc8ef0a49d7d2eeffda24643d)
  • pipeline/layerline/design/art-bible/gameplay-master.png (reference, sha256 b20c2913fd33029b7576f58ee4feb5a09741534805af3d84264e3ead8d627177)
  • pipeline/layerline/design/art-bible/ui-language-v2.png (visual-output, sha256 8925d2bd87601c795c3444c3f5e36e0787b22f7b97645b37ec7a93ea425bb079)
  • pipeline/layerline/design/art-bible/world-language-v2.png (visual-output, sha256 f4c8ef89e795f6ddb418731e167775fa2168b7ed7a137d92157e2a8f5193ba3a)
  • pipeline/layerline/design/asset-manifest.json (asset-manifest, sha256 c2c802dfcccefce8d11fd04ce613c04e86fb5d9691a61d075dcbc896d5e50898)
  • pipeline/layerline/design/gdd.md (gdd, sha256 cf93e4a3ffdd1d338be50104f18e203ac7d88f0daf118207ad4e74efd84ccd85)
  • pipeline/layerline/design/image-prompts/gameplay-master.txt (prompt, sha256 846f9d0fdbebf373029349f1c5cba6659351e1a0460cea9d53601dfcfb630c5f)
  • pipeline/layerline/design/image-prompts/ui-language-v2.txt (prompt, sha256 b3272821f7d9efc4adaa44ffe7845d38fd6bf9922a15c0d662670177b89d28a5)
  • pipeline/layerline/design/image-prompts/world-language-v2.txt (prompt, sha256 877743451756758e3a727ddf481b1bc7e07e5e87b21e7bf335bf2e89b247e571)
  • pipeline/layerline/design/ux-flow.md (ux-flow, sha256 6dec487f133f947c320238662153f411f043a2c604028e98ec0298738e37557c)
  • pipeline/layerline/design/visual-brief.md (visual-brief, sha256 8fdb283662df4df256513e93052dd2a3fc96ddd2ffae447fd52100625126637c)
Revision 2
Hash
dcd17099c20736c2f7155eef7dd071b362bbbedb5490aa9bb6553c4d928048ee
Created
2026-08-10T14:46:24.331Z
Release
2.0.1
Build
f6df611 2026-08-19 04:53Z
Change summary
Aligned the flat layered-board direction with edge-to-edge traces, consequence previews, component glyphs, and accessible controls.
Title
Layerline
Pitch
Flip layered circuit panels; every flip changes both physical access and electrical routing.
State
prototype-live
Stage
2
Score
71
GDD excerpt
Public adoption in adjacent folding and line-routing games is CONFIRMED; see ../01-market-scan/. Demand for Layerline's coupled mechanic, retention, conversion, revenue, keyword volume, and trend are UNKNOWN. All rules and targets below are INFERRED design choices until pretotype or prototype evidence is recorded.
Art excerpt
Layerline looks like a quiet handheld logic instrument. Matte shutters float over a deep navy well; bold traces make electrical consequences readable at phone size. The visual identity comes from layered hinged geometry plus live mint flow—not from a circuit theme applied to a familiar grid.

Source files:

  • idea-lab/outputs/2026-08-layerline-en-us/00-brief/research-brief.md (source-brief, sha256 57111b0d5ca364adb144d4429eec5e136117bb8fa5d0037d133bbb2ba53d4db3)
  • pipeline/layerline/design/art-bible.md (art-bible, sha256 2c162540c453fa3141c3efcc5167f86b7847595fc8ef0a49d7d2eeffda24643d)
  • pipeline/layerline/design/art-bible/gameplay-master.png (reference, sha256 b20c2913fd33029b7576f58ee4feb5a09741534805af3d84264e3ead8d627177)
  • pipeline/layerline/design/art-bible/ui-language-v2.png (visual-output, sha256 8925d2bd87601c795c3444c3f5e36e0787b22f7b97645b37ec7a93ea425bb079)
  • pipeline/layerline/design/art-bible/world-language-v2.png (visual-output, sha256 f4c8ef89e795f6ddb418731e167775fa2168b7ed7a137d92157e2a8f5193ba3a)
  • pipeline/layerline/design/asset-manifest.json (asset-manifest, sha256 c2c802dfcccefce8d11fd04ce613c04e86fb5d9691a61d075dcbc896d5e50898)
  • pipeline/layerline/design/gdd.md (gdd, sha256 cf93e4a3ffdd1d338be50104f18e203ac7d88f0daf118207ad4e74efd84ccd85)
  • pipeline/layerline/design/image-prompts/gameplay-master.txt (prompt, sha256 846f9d0fdbebf373029349f1c5cba6659351e1a0460cea9d53601dfcfb630c5f)
  • pipeline/layerline/design/image-prompts/ui-language-v2.txt (prompt, sha256 b3272821f7d9efc4adaa44ffe7845d38fd6bf9922a15c0d662670177b89d28a5)
  • pipeline/layerline/design/image-prompts/world-language-v2.txt (prompt, sha256 877743451756758e3a727ddf481b1bc7e07e5e87b21e7bf335bf2e89b247e571)
  • pipeline/layerline/design/ux-flow.md (ux-flow, sha256 6dec487f133f947c320238662153f411f043a2c604028e98ec0298738e37557c)
  • pipeline/layerline/design/visual-brief.md (visual-brief, sha256 8fdb283662df4df256513e93052dd2a3fc96ddd2ffae447fd52100625126637c)
Revision 1
Hash
7f0b41d554951d4c3b7ceb76b636d352f5861b48a8b5bd8af7312d319ce68816
Created
2026-08-10T14:46:24.331Z
Release
1.1.5
Build
40d5301 2026-08-10 19:04Z
Change summary
Aligned the flat layered-board direction with edge-to-edge traces, consequence previews, component glyphs, and accessible controls.
Title
Layerline
Pitch
Flip layered circuit panels; every flip changes both physical access and electrical routing.
State
prototype-live
Stage
2
Score
71
GDD excerpt
Public adoption in adjacent folding and line-routing games is CONFIRMED; see ../01-market-scan/. Demand for Layerline's coupled mechanic, retention, conversion, revenue, keyword volume, and trend are UNKNOWN. All rules and targets below are INFERRED design choices until pretotype or prototype evidence is recorded.
Art excerpt
Layerline looks like a quiet handheld logic instrument. Matte shutters float over a deep navy well; bold traces make electrical consequences readable at phone size. The visual identity comes from layered hinged geometry plus live mint flow—not from a circuit theme applied to a familiar grid.

Source files:

  • pipeline/layerline/design/art-bible.md (art-bible, sha256 2c162540c453fa3141c3efcc5167f86b7847595fc8ef0a49d7d2eeffda24643d)
  • pipeline/layerline/design/art-bible/gameplay-master.png (reference-image, sha256 b20c2913fd33029b7576f58ee4feb5a09741534805af3d84264e3ead8d627177)
  • pipeline/layerline/design/art-bible/ui-language-v2.png (reference-image, sha256 8925d2bd87601c795c3444c3f5e36e0787b22f7b97645b37ec7a93ea425bb079)
  • pipeline/layerline/design/art-bible/world-language-v2.png (reference-image, sha256 f4c8ef89e795f6ddb418731e167775fa2168b7ed7a137d92157e2a8f5193ba3a)
  • pipeline/layerline/design/gdd.md (gdd, sha256 cf93e4a3ffdd1d338be50104f18e203ac7d88f0daf118207ad4e74efd84ccd85)
  • pipeline/layerline/design/ux-flow.md (ux-flow, sha256 6dec487f133f947c320238662153f411f043a2c604028e98ec0298738e37557c)
  • pipeline/layerline/design/visual-brief.md (visual-brief, sha256 8fdb283662df4df256513e93052dd2a3fc96ddd2ffae447fd52100625126637c)

Source package files (8)

artifacts/image-prompts/gameplay-master.txt

text/plain; charset=utf-8, 2270 bytes · https://autechsolutions-game-factory.pages.dev/ideas/layerline/files/artifacts/image-prompts/gameplay-master.txt

IMAGE TYPE
Polished mobile-game gameplay reference frame, opaque PNG, portrait 9:16.

SUBJECT AND SCENE
Layerline, a calm flat 2D logic game. A centered deep-navy board well contains six overlapping thin
matte enamel circuit shutters. Each shutter is a rounded rectangle hinged by one integrated pill tab.
Show one shutter midway through a flat edge-axis flip. The current shutter face has one dark ink
trace; the alternate face has a different trace. The flip visibly exposes one shutter while covering
part of another. One mint source and two amber geometric terminals are on the board. Show one current
mint powered route and one clearly separate dashed blue prospective route caused by the flip.

COMPOSITION AND CAMERA
Orthographic front view, no perspective, no room or device mockup. Board uses about 74 percent of
safe portrait width. Large readable objects, generous negative space, shallow separation shadows.
Minimal real gameplay UI: small level label at top, undo, restart, and pause controls outside the
board. Make the dual consequence understandable at thumbnail size.

VISUAL STYLE
Premium calm vector-like 2D mobile-game art, precise rounded geometry, soft but not childish,
distinctive editorial instrument-panel design. Not photoreal, not a presentation board.

LIGHTING AND COLOR
Flat ambient lighting with shallow contact shadows. Background #101522, board well #182033,
primary shutters #D9E3EE, alternate shutters #7F90A8, unpowered traces #263148, live power #63E2C2,
terminals #FFC45C, preview #73B7FF, labels #F4F7FA. Powered state also uses thicker line and soft halo.

MATERIALS
Opaque matte enamel or polymer. Clean edges. No texture noise, paper grain, glass, metal grime, wood,
or fabric.

TEXT
Only the small readable label "1-3". No other words, captions, logos, badges, prices, or watermarks.

CONSTRAINTS
Exactly one coherent playable board. Hinges are tabs, never screws, bolts, rivets, or pins. No
origami, paper fold picture, independent pipe-tile grid, tray sorting, removed pieces, botanical
objects, characters, coins, stars, loot, cyberpunk neon, dense PCB detail, isometric view, 3D camera,
fake app-store UI, or illegible decorative text. The preview must not look like a second committed
power state. Preserve safe margins.

artifacts/image-prompts/ui-language-v2.txt

text/plain; charset=utf-8, 1220 bytes · https://autechsolutions-game-factory.pages.dev/ideas/layerline/files/artifacts/image-prompts/ui-language-v2.txt

Use case: compositing
Asset type: mobile-game UI reference frame
Image 1: edit target containing Home, Chapter Map, and Playing screen slices.
Image 2: authoritative Layerline gameplay-master style and board-topology reference.
Primary request: Change only the puzzle-board contents inside the lower Playing screen of Image 1.
Replace the dense independent tile grid with the coherent overlapping hinged-shutter board topology
from Image 2, scaled to fit the existing lower board frame. Preserve one visibly flipping shutter,
integrated pill hinge tabs, one live mint route, two amber geometric terminals, and one separate
dashed blue prospective route.
Constraints: keep the entire Home screen, Layerline logo and text, Continue, Chapters, Settings,
Chapter Map, module icons, numerals, lock states, lower screen container, "1-3" label, undo, restart,
pause, margins, palette, lighting, typography, and overall portrait composition of Image 1 unchanged.
Match Image 2's shutter geometry and material exactly. Keep all text verbatim and legible.
Avoid: changing the upper screens; independent pipe tiles; dense rectangular tile grid; screws,
bolts, rivets, paper, origami, stars, coins, characters, new text, watermark.

artifacts/image-prompts/world-language-v2.txt

text/plain; charset=utf-8, 813 bytes · https://autechsolutions-game-factory.pages.dev/ideas/layerline/files/artifacts/image-prompts/world-language-v2.txt

Use case: precise-object-edit
Asset type: mobile-game visual development reference sheet
Primary request: Change only the hinge-tab details that resemble circular fasteners. Replace each
such detail with a smooth solid pill-shaped tab integrated into the shutter edge, with no circular
center, concentric ring, pin, screw, bolt, or rivet. Keep actual circular terminals and trace
endpoints unchanged.
Constraints: preserve every other component, position, scale, spacing, palette chip, dark navy
background, orthographic camera, matte enamel style, lighting, color, A/B glyph, trace symbol,
terminal, preview, blocked state, powered state, border, and overall portrait composition exactly.
Avoid: any other layout or style change, added text, removed components, screws, bolts, rivets,
fastener heads, watermark.

validation/asset-manifest.json

application/json, 1776 bytes · https://autechsolutions-game-factory.pages.dev/ideas/layerline/files/validation/asset-manifest.json

{
  "version": 1,
  "status": "complete",
  "model": "gpt-image-2",
  "blockedReason": null,
  "assets": [
    {
      "id": "gameplay-master",
      "purpose": "Authoritative gameplay composition, material, palette, and dual-consequence preview",
      "prompt": "image-prompts/gameplay-master.txt",
      "output": "art-bible/gameplay-master.png",
      "references": [],
      "qa": "passed 2026-08-08: orthographic portrait board, layered shutter flip, hinge tabs, live mint route, distinct amber terminals, dashed blue prospective route, real minimal controls, and forbidden motifs absent; reverse-face detail remains intentionally schematic"
    },
    {
      "id": "world-language",
      "purpose": "Component and gameplay-state language consistent with the master",
      "prompt": "image-prompts/world-language-v2.txt",
      "output": "art-bible/world-language-v2.png",
      "references": [
        "art-bible/gameplay-master.png"
      ],
      "qa": "passed 2026-08-08 after one edit: main shutter hinge is a solid integrated pill with no fastener head; component grid, state examples, palette, accessibility shapes, and master style are preserved; circular trace endpoints and relay symbols remain functional symbols, not hardware"
    },
    {
      "id": "ui-language",
      "purpose": "Home, Chapter Map, and Playing UI reference consistent with the master",
      "prompt": "image-prompts/ui-language-v2.txt",
      "output": "art-bible/ui-language-v2.png",
      "references": [
        "art-bible/gameplay-master.png"
      ],
      "qa": "passed 2026-08-08 after one edit: Home and eight-module map remain legible; the Playing slice now uses the authoritative layered-shutter master topology with live and prospective routes; dense independent tile-grid drift is removed"
    }
  ]
}