Flip a tiny comet's orbit direction to approach crystal blooms from their marked polarity; every successful bloom rotates the shared hazard field before the next catch.
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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
Gallery
See the thing.
The final implementation board appears first, followed by the early visual blueprint and every underlying generated frame with recorded prompts and provenance.
Validation
What machines checked.
Structural checks never claim subjective art quality. Visual acceptance is an independent, hash-bound review.
Source package
Manual Codex gate
Review decisions happen outside this website.
This page only visualizes the current package. Review the implementation board and full-resolution frames in Codex, then record accept, revise, or reject against the exact package hash before any prototype work.
Flip a tiny comet's orbit direction to approach crystal blooms from their marked polarity; every successful bloom rotates the shared hazard field before the next catch.
# Orbit Bloom — GDD v0.1
## Promise
Flip a glowing comet around a crystal garden. Catch blooms from the correct direction, avoid
thorns, and survive long enough to beat your run score.
## Core loop
1. The comet moves continuously on one closed circular orbit.
2. Tap, click, Space, or Enter to reverse direction.
3. Each bloom has a visible arrow/polarity. Touching it from the wrong direction gives a blocked
cue; touching it from the matching direction collects it.
4. A successful collect increments score and advances one shared field phase, visibly rotating
the bloom/thorn arrangement.
5. Touching a thorn ends the run. A timer ends a successful session at 30 seconds.
6. Restart begins a fresh in-memory session.
## Content
Stage 2 is a `sandbox`: one complete 30-second session with deterministic spawn grammar, readable
hazards, escalating speed, score, restart, and result feedback. It has no fake levels and persists
no state.
## Accessibility and controls
The flip action has a 48px+ button, canvas pointer fallback, Space/Enter keyboard input, visible
polarity arrows, text status, color-plus-shape feedback, reduced-motion CSS, and a replayable FTUE.
## Non-goals
No account, cloud save, ads, in-app purchases, external dependencies, physics engine, or audio in
the technical prototype.
UX flow
# Orbit Bloom — UX flow
1. Fresh visit opens the three-step FTUE: goal, flip input, and bloom/thorn success-failure.
2. Skip or Start practice closes the FTUE; the game remains idle until the first real flip.
3. Main play keeps Hub, How to Play, score, timer, phase, orbit, flip control, and restart visible.
4. Matching bloom shows a cyan pulse and score increment. Wrong-direction bloom shows a coral
blocked cue without removing the bloom or changing phase.
5. Thorn contact or timer completion opens a result panel with score and Restart Run.
6. How to Play can replay the FTUE during the current visit; reload always starts at FTUE.
Visual brief
# Orbit Bloom — visual brief
Use a flat top-down space-garden instrument: deep indigo background, a warm geometric sun, a thin
cyan orbit ring, a cyan comet with a soft trail, pastel crystal blooms, and coral thorn arcs. The
orbit is the primary composition; do not use a 3D camera, card-heavy HUD, or illustrated text in
the gameplay surface. Bloom direction is shown by a small chevron and mirrored shape treatment;
thorn hazards use segmented spikes and a coral glow. The phase shift is a brief ring pulse and a
small rotation tick around the sun.
Art Bible
# Orbit Bloom — Art Bible v0.1
## Shape language
Use circles, arcs, diamonds, petals, and crisp chevrons. Every gameplay token is code-native. The
reference image is mood and composition only; it is never rendered as UI.
## Palette
- Void `#070A2D`
- Orbit cyan `#65E6FF`
- Sun amber `#FFC857`
- Bloom mint `#71E3B0`
- Bloom lavender `#B693FF`
- Bloom rose `#FF8DB3`
- Thorn coral `#FF6B6B`
- Ink `#F5F6FF`
## Reference
`art-bible/orbit-bloom-master.png` is a generated top-down composition reference for the sun,
orbit, comet, blooms, thorns, glow hierarchy, and contrast roles.
Gallery (1 images)
orbit-bloom-master · https://autechsolutions-game-factory.pages.dev/ideas/orbit-bloom/files/images/art-bible/orbit-bloom-master.webp Generation prompt: Square top-down flat 2D gameplay reference for a hyper-casual arcade game: a luminous cyan comet
orbits a warm amber sun, crystal blooms sit on a thin orbital ring, and coral thorn arcs create
hazards. Deep indigo space-garden background, crisp geometric petals, small chevrons for direction,
soft glow, no text, no UI, no logo, no watermark, no 3D perspective.
Released a dependency-free Orbit Bloom sandbox prototype with polarity-marked blooms, shared phase shifts, thorn hazards, fresh FTUE, and touch/mouse/keyboard controls.
Title
Orbit Bloom
Pitch
Flip a tiny comet's orbit direction to approach crystal blooms from their marked polarity; every successful bloom rotates the shared hazard field before the next catch.
State
prototype-live
Stage
2
Score
83
GDD excerpt
Flip a glowing comet around a crystal garden. Catch blooms from the correct direction, avoid thorns, and survive long enough to beat your run score.
Art excerpt
Use circles, arcs, diamonds, petals, and crisp chevrons. Every gameplay token is code-native. The reference image is mood and composition only; it is never rendered as UI.
Released a dependency-free Orbit Bloom sandbox prototype with polarity-marked blooms, shared phase shifts, thorn hazards, fresh FTUE, and touch/mouse/keyboard controls.
Title
Orbit Bloom
Pitch
Flip a tiny comet's orbit direction to approach crystal blooms from their marked polarity; every successful bloom rotates the shared hazard field before the next catch.
State
prototype-live
Stage
2
Score
83
GDD excerpt
Flip a glowing comet around a crystal garden. Catch blooms from the correct direction, avoid thorns, and survive long enough to beat your run score.
Art excerpt
Use circles, arcs, diamonds, petals, and crisp chevrons. Every gameplay token is code-native. The reference image is mood and composition only; it is never rendered as UI.
Released a dependency-free Orbit Bloom sandbox prototype with polarity-marked blooms, shared phase shifts, thorn hazards, fresh FTUE, and touch/mouse/keyboard controls.
Title
Orbit Bloom
Pitch
Flip a tiny comet's orbit direction to approach crystal blooms from their marked polarity; every successful bloom rotates the shared hazard field before the next catch.
State
prototype-live
Stage
2
Score
83
GDD excerpt
Flip a glowing comet around a crystal garden. Catch blooms from the correct direction, avoid thorns, and survive long enough to beat your run score.
Art excerpt
Use circles, arcs, diamonds, petals, and crisp chevrons. Every gameplay token is code-native. The reference image is mood and composition only; it is never rendered as UI.
Released a dependency-free Orbit Bloom sandbox prototype with polarity-marked blooms, shared phase shifts, thorn hazards, fresh FTUE, and touch/mouse/keyboard controls.
Title
Orbit Bloom
Pitch
Flip a tiny comet's orbit direction to approach crystal blooms from their marked polarity; every successful bloom rotates the shared hazard field before the next catch.
State
prototype-live
Stage
2
Score
83
GDD excerpt
Flip a glowing comet around a crystal garden. Catch blooms from the correct direction, avoid thorns, and survive long enough to beat your run score.
Art excerpt
Use circles, arcs, diamonds, petals, and crisp chevrons. Every gameplay token is code-native. The reference image is mood and composition only; it is never rendered as UI.
Square top-down flat 2D gameplay reference for a hyper-casual arcade game: a luminous cyan comet
orbits a warm amber sun, crystal blooms sit on a thin orbital ring, and coral thorn arcs create
hazards. Deep indigo space-garden background, crisp geometric petals, small chevrons for direction,
soft glow, no text, no UI, no logo, no watermark, no 3D perspective.