# Pin & Bloom — idea dossier

Source page: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/

## Overview

- **Title:** Pin & Bloom
- **Pitch:** Release color-coded screw-pins in the right order to restore tiny botanical machines that bloom when solved.
- **State:** idea-rejected
- **Pipeline stage:** Stage 0
- **Advisory score:** 89 / 100
- **Evidence integrity:** 100 / 100
- **Run:** 2026-08-screw-puzzle-en-us
- **Current revision:** 4
- **Tags:** legacy validation
- **Updated:** 2026-08-08

## Market evidence claims (0)

No indexed market evidence is attached yet.

## Game design document

### Pin & Bloom — Game Design Document v0.1

**Status:** provisional candidate for pretotype  
**Updated:** 2026-08-08  
**Source opportunity:** opp-calm-fastener-logic  
**Production authority:** none until pretotype selection and prototype greenlight

#### Product definition

Pin & Bloom is a portrait, flat-2D mobile logic game. The player releases color-coded screw-pins
from layered protective plates in a safe order. Removed pins travel into visible sorting trays.
When the last brace clears, the tiny botanical automaton beneath it unfolds and blooms.

Store-positioning candidate: **Pin & Bloom: Screw Puzzle**  
Short promise: **Calm mechanical puzzles that come alive.**

Market evidence supports the broad fastener-puzzle lane. Calm pacing, restoration payoff, fair
economy, and retention are hypotheses.

#### Audience and use

- Adults and older children who play logic/sort puzzles in one-to-five-minute breaks
- Players who value readable rules, undo, offline play, and low-pressure sessions
- Not aimed at physics-sandbox or high-speed competition players
- Primary device: phone in portrait; tablet layout scales without changing board topology

#### Design pillars

1. **See the rule.** No hidden faces, random physics, or camera search.
2. **Think without pressure.** Normal mode has no timer, lives, or mid-level interruption.
3. **Every solve restores something.** Completion creates a short, memorable living-machine reveal.
4. **Failure teaches.** A jam pauses the board and offers undo/restart; it never sells emergency
   recovery as the only path.

#### Core loop

1. Read the layered automaton and three visible color trays.
2. Tap a screw-pin to preview what it holds and where it will travel.
3. Tap again to release it.
4. A freed brace slides away when none of its pins remain.
5. Three same-color pins in a tray convert into one decorative seed and clear that tray.
6. If every tray is full with no legal release, the board enters Jammed state.
7. Undo or restart; no life is consumed.
8. Clear every brace and tray.
9. Watch the automaton bloom for two seconds; collect its seed and continue.

Target level time: 60–180 seconds. Target first-session set: five levels in under ten minutes.

#### Player verbs

- Inspect: one tap previews pin, held brace, and destination tray.
- Release: second tap confirms.
- Undo: restores the exact previous deterministic state.
- Restart: returns to the certified initial state.
- Pause/resume: persists board state locally.
- Pan: available only when accessibility zoom is enabled; normal boards fit without panning.

No drag precision, camera rotation, pinch dependency, or rapid tapping is required.

#### Board model

##### Entities

- **Bloom core:** final animated object; never blocks a pin.
- **Brace plate:** flat illustrated shape with a visible z-order and one or more pin sockets.
- **Screw-pin:** color plus redundant engraved symbol; occupies one socket.
- **Tray:** three slots, visible at all times, accepts one configured color family.
- **Seed:** post-match reward token; cosmetic/progression only.

##### Deterministic rules

- A pin is legal when its head is not covered by another brace and its destination tray has space.
- Removing a pin changes only its socket, destination tray, and any newly unheld brace.
- A brace releases when all of its pins are removed; movement follows a authored 2D vector.
- Tray matching is deterministic: three equal color-symbol pins clear immediately.
- Jammed means zero legal pin moves while uncleared braces remain.
- Undo restores the exact prior board snapshot, including tray and brace state.
- Every shipped board has a solver certificate produced by the same pure rules module.
- Random generation may choose among certified boards; it never changes a loaded board.

#### Difficulty grammar

Difficulty comes from visible dependency depth, branching factor, tray pressure, and symbol count.

| Tier | Layers | Colors | Trays | New demand |
|---|---:|---:|---:|---|
| Seedling | 2–3 | 2 | 3 | learn inspect/release/match |
| Sprout | 3–4 | 3 | 3 | one safe ordering dependency |
| Canopy | 4–5 | 4 | 3 | plan two matches ahead |
| Conservatory | 5–6 | 4–5 | 3 | branching solutions and controlled jams |

No normal board uses a timer. Daily challenge may count moves but cannot remove undo.

#### Content structure

- Chapter 1: Paper Conservatory — flower, moth, watering can, songbird, seed clock
- Chapter 2: Sunlit Clockhouse — orrery vine, weather vane, tea automaton, bell flower
- Chapter 3: Cloud Nursery — kite fern, rain beetle, wind blossom, moon greenhouse
- Each chapter: 20 certified boards, five automaton families, four difficulty tiers
- First prototype: one flower automaton, five certified layouts, two-to-four colors

#### Progression

- Solved boards add restored automatons to a shelf.
- Seeds unlock palette variants and shelf decorations.
- Chapter access follows completed-board count, not streaks or calendar pressure.
- Optional daily board reuses certified grammar with a move-count medal.
- No energy system, lives, punitive streak loss, or consumable power economy in v0.1.

#### Business model hypothesis

INFERRED candidate:

- free first chapter;
- one-time full-game unlock;
- optional cosmetic palette packs;
- optional rewarded preview of a solution step, never required for a solvable board;
- no banner or interstitial during a board.

Willingness to pay, price, conversion, and revenue are UNKNOWN. Pretotype and later store tests must
compare this with a conventional free/ad-supported offer before production lock.

#### UX and game states

Canonical states are specified in ux-flow.md. Gameplay must support Ready, Inspecting, Animating,
Jammed, Paused, Solved, and Restoring from persistence. No generated image may introduce a state
absent from that file.

#### Art, motion, and audio

- Strict flat 2D orthographic presentation; no isometric or 3D camera
- Light paper-and-enamel botanical atelier; readable mechanical layering
- Released plates glide and settle; no uncontrolled rigid-body physics
- Bloom reveal lasts at most two seconds and can be shortened in accessibility settings
- Audio: soft click, paper slide, ceramic tray note, three-note bloom phrase
- Haptics: light inspect tick, medium release, optional bloom pulse

Art rules live in visual-brief.md and art-bible.md.

#### Accessibility

- Every pin color has a unique engraved symbol and tray silhouette.
- Minimum interactive target: 48 CSS pixels in prototype; Unity equivalent scales by Canvas.
- Contrast target: WCAG AA for UI text and essential icons.
- Color-blind preview modes: deuteranopia, protanopia, tritanopia simulation during QA.
- Reduced motion, haptics off, sound sliders, large text, and hold-to-confirm alternative.
- No essential information conveyed by animation, color, sound, or haptics alone.
- Full state recovers after interruption without forcing replay.

#### Analytics and validation

Only collect with consent and the minimum event payload:

- tutorial_start, tutorial_complete
- level_start, pin_preview, pin_release, undo, jam, restart, level_complete
- level duration, move count, undo count, jam count, solver-certificate ID
- chapter_paywall_view, unlock_start, unlock_complete

No advertising identifier is required for the core game. Prototype validation focuses on rule
comprehension, next-move predictability, completion, and desire for another board.

#### Technical architecture

- Pure BoardState, MoveValidator, TrayMatcher, JamDetector, Solver, and LevelLoader modules
- GameController orchestrates; BoardView and InputHandler remain separate
- Integer IDs and explicit z-order; no physics engine in the rules path
- Level JSON includes braces, sockets, pins, trays, initial z-order, release vectors, and solution
  certificate hash
- Save after every committed move using versioned local JSON
- Portrait reference 1080×1920; safe-area aware; minimum supported play width 320 CSS pixels
- Stage 2 implementation is dependency-light HTML/CSS/JavaScript before Unity

#### Acceptance tests

1. Solver confirms every bundled board has at least one solution.
2. MoveValidator rejects covered pins and full destinations.
3. Undo restores a byte-equivalent prior rules state.
4. JamDetector reports jam only when no legal moves remain.
5. Save/reload resumes the same board state.
6. Color-blind mode remains playable using symbols alone.
7. A first-time human completes tutorial level without spoken help.
8. A human can predict the consequence of the highlighted next move.
9. Full board can be played at 320-pixel width without overlap or scroll.
10. No timer, life loss, mid-board interstitial, or pay-required recovery exists.

#### Kill or revise risks

- Kill if pretotype viewers cannot explain the restoration payoff after five seconds.
- Revise if the botanical theme is liked but the fastener interaction is unclear.
- Kill if the prototype feels like a slower clone after five boards.
- Revise if tray pressure recreates the unfairness the concept promises to remove.
- Kill if certified content requires more authoring effort than the small-team limit permits.

## UX flow

### Pin & Bloom — UX Flow and State Matrix v0.1

**Status:** provisional; authoritative for screen inventory

#### Primary flow

Launch -> privacy/consent when required -> Home -> Chapter Shelf -> Level Preview -> Gameplay Ready
-> Play -> Solved -> Bloom Reveal -> Result -> next level or shelf.

Recovery flow:

Gameplay -> Jammed -> Undo or Restart.  
Gameplay -> Pause -> Settings or Resume.  
App interruption -> local save -> Resume Card -> exact prior board state.

Trial flow:

End of free chapter -> Full Game Unlock -> platform purchase -> success returns to Chapter Shelf;
cancel or failure returns without losing progress.

#### Screen inventory

| ID | Screen/state | Required content | Exit paths |
|---|---|---|---|
| S01 | Launch | mark, loading state, version fallback | consent or Home |
| S02 | Consent | essential privacy choices, plain language | Home |
| S03 | Home | Continue, Chapters, Daily, Settings | selected destination |
| S04 | Chapter Shelf | restored automata, progress, locked chapter reason | Level Preview, Home |
| S05 | Level Preview | automaton silhouette, difficulty, best moves | Gameplay Ready, back |
| S06 | Gameplay Ready | full board, trays, goal, optional first hint | Playing, Pause |
| S07 | Inspecting | selected pin, held braces, destination preview | confirm, cancel |
| S08 | Animating Move | locked input for short deterministic motion | Playing or Jammed |
| S09 | Jammed | explanation, Undo primary, Restart secondary | Playing, Ready |
| S10 | Pause | Resume, Restart, Settings, Home | selected destination |
| S11 | Solved/Bloom Reveal | restored automaton, skip affordance | Result |
| S12 | Result | moves, undo count, seed, Next, Shelf | next level or shelf |
| S13 | Settings | audio, haptics, symbols, text, motion, privacy | return to caller |
| S14 | Resume Card | saved level and timestamp, Resume, Restart | Gameplay or Preview |
| S15 | Full Unlock | exact included content, price from platform, Restore | purchase/cancel |
| S16 | Purchase Result | success, cancel, failure, retry guidance | Shelf or Unlock |
| S17 | Daily Board | rules, move medal, no timer | Gameplay, Home |
| S18 | Error/Offline | recoverable message, retry, offline-safe path | caller |

#### Interaction rules

- Back during play opens Pause; it never abandons silently.
- Overlays dim but do not blur essential board state.
- One primary action per modal.
- All destructive actions require confirmation: Restart, Home while unsaved, reset progress.
- Undo remains on the lower-right one-thumb arc; Pause remains top-left outside the puzzle board.
- Trays remain above the bottom safe area and never move between states.
- Loading, empty, locked, disabled, and error states use icon plus text, not color alone.
- Store price and purchase result are rendered by native/platform UI, not generated raster art.

#### Responsive contract

- Portrait is canonical.
- At 320–430 CSS pixels, board scales uniformly; trays remain one row.
- Tablet adds side margins and a wider shelf; it does not rearrange board topology.
- Safe-area insets protect Home/gesture bars and display cutouts.
- Large text may wrap menu labels to two lines; gameplay icons retain 48-pixel targets.

#### Visual-generation boundary

GPT Image 2 may illustrate S03, S04, S06, S09, S11, and S12 as style references. Production UI
remains editable in code/Unity. Art references cannot remove accessibility labels, change button
priority, add currencies, or convert the board to 3D/isometric.

## Visual brief

### Pin & Bloom — Visual Brief v0.1

**Status:** locked for provisional GPT Image 2 generation  
**Model:** gpt-image-2

#### Visual thesis

A sunlit pocket conservatory built from cut paper, matte enamel, and restrained brass. The board
reads like a beautifully printed mechanical diagram that becomes alive when solved.

#### Pillars

1. **Light, not dark:** warm ivory canvas, daylight, generous breathing room.
2. **Mechanical clarity:** every overlap, pin, socket, and destination is readable at phone size.
3. **Botanical reward:** leaf, petal, moth, seed, and vine forms make restoration emotionally legible.
4. **Premium restraint:** no toy-plastic gloss, casino sparkle, neon bloom, or generic wood planks.

#### Locked invariants

- Flat 2D orthographic front view
- Portrait gameplay topology even when a reference board is landscape
- One central layered automaton; three fixed trays below; minimal HUD above
- No perspective depth, isometric angle, 3D render, camera rotation, or hidden back faces
- Braces use visible cut-paper layering; pins are circular with engraved symbols
- UI remains outside the playable object and never covers a legal pin
- Images contain no production text; labels live in Markdown and editable UI

#### Palette roles

| Role | Color |
|---|---|
| canvas | warm ivory #F7F0E3 |
| primary ink | slate #253342 |
| mechanism accent | restrained brass #C88A3D |
| success/leaf | green #5FA47A |
| active/coral pin | coral #E87567 |
| information/sky pin | sky #7FB7D8 |
| alternate/lilac pin | lilac #9B8BC4 |
| error/jam | brick #B94E48 |

Color is never the only encoding. Pin families pair circle/triangle/leaf/star engravings with color.

#### Shape and material language

- Large rounded botanical silhouettes
- Thin slate outlines with consistent weight
- Shallow printed-paper occlusion shadows only
- Matte enamel pin heads; small restrained brass centers
- Braces look cut and printed, not photorealistic wood or metal
- Trays resemble low ceramic seed dishes with symbol embossing

#### Typography and icons

Use a friendly humanist rounded sans direction with open counters and clear numerals. Production
font must be licensed and selected later. Icons use two-pixel-equivalent slate strokes, rounded
caps, and one idea per glyph. No generated text is accepted as final typography.

#### Motion and VFX

- Inspect: 120 ms outline breathe, no scale bounce
- Release: quarter-turn pin, vertical lift, curved tray path, 300–450 ms
- Brace clear: authored slide vector with paper shadow collapse
- Match: three quiet ceramic notes and a small seed-ring ripple
- Bloom: 1.2–2.0 s unfolding with two restrained pollen arcs
- Reduced motion: instant state changes plus 150 ms fades

#### Anti-references

Avoid dark sci-fi panels, steampunk grime, glossy 3D toy renders, isometric boards, realistic
workbenches, generic wooden screw boards, candy-match UI, casino particles, excessive bevels,
oversaturated neon, dense presentation sheets, fake device frames, watermarks, and added text.

#### Master-board strategy

1. Generate gameplay-master.png from the locked invariants.
2. Visually verify topology, dimension, palette, and readability.
3. Generate world-language.png using gameplay-master.png as the style reference.
4. Generate ui-language.png using gameplay-master.png as the style reference.
5. Record every prompt, output, and QA decision in asset-manifest.json.

## Art Bible

### Pin & Bloom — Art Bible v0.1

**Status:** provisional candidate; not production locked  
**Authority order:** GDD -> UX flow -> this written Bible -> verified reference images

#### Core identity

Pin & Bloom is a light editorial 2D puzzle, not a simulated workshop. Its visual signature is a
flat botanical automaton held under patterned paper braces by enamel screw-pins. Solving replaces
clutter with a moment of life.

#### Gameplay composition

- Warm ivory full-screen field
- Quiet top HUD: back/pause, level indicator, undo
- Central automaton occupies roughly 58% of screen height
- Three symbol-coded trays sit in the lower play area above the safe zone
- Essential pin heads remain at least one touch target apart
- Overlap shadows explain z-order but never imply uncontrolled depth
- Legal selection adds slate outline and a dotted path to the destination tray
- Illegal selection explains the blocker with a short brace-edge pulse

#### World families

##### Paper Conservatory

Pressed flowers, moth wings, seed clocks, watering mechanisms. Coral, leaf, sky, and ivory dominate.

##### Sunlit Clockhouse

Circular brass diagrams, tea leaves, bells, weather vanes. More slate and brass; brightness remains.

##### Cloud Nursery

Wind petals, rain beetles, kite ferns, crescent greenhouse forms. Sky and lilac expand; no dark space.

Every family uses the same pins, trays, outline weights, and UI tokens.

#### Interactive object rules

- Pins: circular, matte enamel, high-contrast engraved symbol, small brass center
- Sockets: visible ivory ring with dashed symbol when empty
- Braces: one dominant botanical contour each; no random polygons
- Bloom core: visually quiet until clear; then unfolds, never explodes
- Trays: fixed location, three visible slots, symbol embossed on rim
- Seed reward: small flat emblem; no coin shower

#### UI system

- Cards: ivory or white with slate outline and 16–24 px equivalent radius
- Primary action: leaf green fill, slate text when contrast passes
- Secondary action: ivory fill, slate outline
- Warning/jam: brick outline plus knot icon; not a red full-screen flash
- Progress: restored-object silhouettes, not a generic currency bar
- Modal hierarchy follows ux-flow.md; visual art cannot add more currencies or CTAs

#### Accessibility and clarity

- Symbols repeat every color meaning.
- Essential outlines remain readable in grayscale.
- Paper shadows are under 12% opacity and never carry information alone.
- UI text targets WCAG AA contrast.
- Reduced motion and large text are designed states, not post-production patches.

#### Technical production rules

- Reference canvas: portrait 1080×1920; Art Bible boards may be 1536×1024 landscape.
- Production UI: editable Unity sprites/TMP/layout, not flattened generated screenshots.
- Gameplay pieces: separate sprites with consistent pivots; braces preserve empty pin sockets.
- Nine-slice panels: empty center, uniform border, no baked text.
- File naming: family_subject_state_variant.png.
- Raster concept boards may guide vector/procedural recreation; they are not automatically game-ready.
- Generated source, prompt, references, and QA result remain in asset-manifest.json.

#### Do / don't

Do:

- show one unmistakable flat gameplay board;
- use light space and limited color;
- make blocking relationships visible;
- pair color with symbols;
- make restoration the emotional focal point.

Don't:

- turn the board isometric or 3D;
- make a dense slide full of tiny examples;
- bake production labels into images;
- reuse generic wood-plank/screw visuals;
- add characters, currencies, timers, lives, or mechanics absent from the GDD.

#### Reference boards

- art-bible/gameplay-master.png — canonical gameplay frame and palette
- art-bible/world-language.png — object families and material/shape language
- art-bible/ui-language.png — editable UI/component direction

Each board is accepted only after visual inspection against the written invariants.

## Gallery (3 images)

### gameplay-master

![Pin & Bloom gameplay master visual reference](https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/images/art-bible/gameplay-master.webp)

Size: 1536x1024

Generation prompt: Use case: ui-mockup
Asset type: canonical mobile gameplay reference for a 2D puzzle Art Bible
Primary request: show one premium portrait mobile gameplay scene for Pin & Bloom, a calm screw-pin logic puzzle where protective paper braces are removed to reveal a botanical automaton
Scene/backdrop: warm ivory sunlit field with generous breathing room
Subject: one central flat layered flower automaton held by six large enamel screw-pins and three clearly overlapping cut-paper braces; three fixed ceramic symbol-coded trays below the board; minimal quiet HUD above
Style/medium: polished flat 2D editorial game illustration, cut paper plus matte enamel plus restrained brass, crisp vector-like edges
Composition/framing: straight orthographic front view, portrait game topology centered inside a landscape reference canvas, large readable objects, no device frame
Lighting/mood: soft daylight, calm, optimistic, premium, low contrast shadows only for layer order
Color palette: warm ivory, slate ink, leaf green, coral, sky blue, lilac, restrained brass
Constraints: strictly flat 2D; every screw-pin fully visible and touchable; colors paired with engraved circle triangle leaf and star symbols; exactly three trays below; UI outside the board; no text
Avoid: 3D render, isometric angle, perspective camera, realistic workbench, generic wood planks, dark steampunk, cyberpunk, toy plastic gloss, candy UI, timer, lives, currencies, characters, presentation sheet, multiple panels, watermark, extra text

### ui-language

![Pin & Bloom ui language visual reference](https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/images/art-bible/ui-language.webp)

Size: 1536x1024

Generation prompt: Use case: ui-mockup
Asset type: editable UI direction reference for a 2D mobile puzzle Art Bible
Primary request: show a small coherent Pin & Bloom UI component system matching the supplied gameplay master
Subject: home card, chapter card, level preview card, primary and secondary buttons, pause modal, jammed modal, result card, undo pause settings and accessibility icons, three-slot tray component
Style/medium: polished flat 2D vector-like mobile UI, cut-paper restraint, matte enamel accents, slate outlines
Composition/framing: light landscape component board with eight large readable groups and generous spacing; components shown straight-on; empty text areas; no device frame
Lighting/mood: calm daylight, friendly, premium
Color palette: match the gameplay master exactly and preserve semantic color roles
Constraints: Image 1 is canonical; flat 2D only; UI must look editable and production-feasible; use symbol placeholders rather than words; show color-plus-symbol accessibility; no baked production copy
Avoid: full 3D screens, isometric panels, dark UI, glassmorphism, neon, casino particles, extra currencies, timer, lives, ad buttons, dense tiny component catalog, fake paragraphs, watermark

### world-language

![Pin & Bloom world language visual reference](https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/images/art-bible/world-language.webp)

Size: 1536x1024

Generation prompt: Use case: stylized-concept
Asset type: object and environment language board for a 2D mobile puzzle Art Bible
Primary request: a clean curated collection of Pin & Bloom botanical automata and modular game objects that exactly matches the supplied gameplay master
Subject: one restored flower automaton hero, one moth automaton, one seed clock, three cut-paper braces, four enamel symbol pins, three ceramic trays, two empty sockets, one seed reward
Style/medium: polished flat 2D editorial game illustration with crisp vector-like edges, cut paper, matte enamel, restrained brass
Composition/framing: single light landscape board, large separate objects with generous spacing, no overlapping objects, no labels, no fake presentation captions
Lighting/mood: soft daylight, calm and premium
Color palette: match the gameplay master exactly
Constraints: Image 1 is the canonical style and shape reference; preserve its flat orthographic dimension, outline weight, palette roles, material finish, pin symbols, tray construction, and botanical identity; no text
Avoid: new mechanics, 3D, isometric perspective, realistic metal, generic wood, dark background, dense moodboard, tiny thumbnails, character mascot, watermark

## Validation results

### Gate summary

- **Schema:** Legacy-compatible validation
- **Package hash:** 7c35c9717deb04230a55c0eb81de602271d32b93d8f78deff73e27286e76d0ca
- **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

- 2026-08-08: idea-rejected (catalog sync)

### Immutable revisions (4)

#### Revision 4

- **Hash:** fbdb6e0af3ad7dfb152745eb0a3ffdc35fc5ba27f1c6cba0a18b79e1214c5412
- **Created:** 2026-08-08
- **Release:** 2.5.3
- **Build:** a56a182 2026-09-05 12:33Z
- **Change summary:** catalog sync
- **Title:** Pin & Bloom
- **Pitch:** Release color-coded screw-pins in the right order to restore tiny botanical machines that bloom when solved.
- **State:** idea-rejected
- **Stage:** 0
- **Score:** 89
- **GDD excerpt:** Pin & Bloom is a portrait, flat-2D mobile logic game. The player releases color-coded screw-pins from layered protective plates in a safe order. Removed pins travel into visible sorting trays. When the last brace clears, the tiny botanical automaton beneath it unfolds and blooms.
- **Art excerpt:** Pin & Bloom is a light editorial 2D puzzle, not a simulated workshop. Its visual signature is a flat botanical automaton held under patterned paper braces by enamel screw-pins. Solving replaces clutter with a moment of life.

Source files:

- idea-lab/outputs/2026-08-screw-puzzle-en-us/00-brief/research-brief.md (source-brief, sha256 14190a771d6aae0e3606fafb5881a25258069bc87444a3a4e5ad57a8d47c00e8)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible.md (art-bible, sha256 1cc8786fa04a15739ead232df55f39846a730b55dfc788e6ad866ff497462625)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/gameplay-master.png (reference, sha256 8f8b047cc1248d3d99484811d42a49b63d188d16735c1108ef01ce08dd280f83)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/ui-language.png (visual-output, sha256 0aaa710381cd22f303dfba1d0d7cc784376d4219b9d27b167d85d025c72ae407)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/world-language.png (visual-output, sha256 eb7e65d6c8ea5ef8d5bac7e4da68c177bfa3dd4506559161b04221f3b3c998bd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/asset-manifest.json (asset-manifest, sha256 0877dd42e0debb22d0a717ab208f24968f2226cfcdf469dc980d97fd45d9b37a)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/gdd.md (gdd, sha256 de9f178aae3029d56f10acc289be4793e3a43fa8955b796172448ca85478335f)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/gameplay-master.txt (prompt, sha256 ac5e7a842ee8dd67f6c8485f281c0b25b75abbc45e6cf6e40fed87fcbc4ab1fc)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/ui-language.txt (prompt, sha256 feebd3a4c98fc70e593fb6e7cca1c8e5d9508d53218ce3ea159d29b2f6566f25)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/world-language.txt (prompt, sha256 a0c972bed4b3f3108ce7d70b1f9dc7c69c15a2e79ecc04da4aefd7144a58cdcd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/ux-flow.md (ux-flow, sha256 4caff746ac16ca0d09d9292b299920883f8605ef8d5a298e44d01b978ac49f4b)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/visual-brief.md (visual-brief, sha256 2735612459b7aef2ef906d1a0961b1cd06a47e70abd981932a53d059eb034b56)

#### Revision 3

- **Hash:** 1ff0f2bdff908239fc2524ad374e22fb3bc8bf2f30b780035b310a21216cdb42
- **Created:** 2026-08-08
- **Release:** 2.0.5
- **Build:** 0d95bca 2026-08-19 16:14Z
- **Change summary:** catalog sync
- **Title:** Pin & Bloom
- **Pitch:** Release color-coded screw-pins in the right order to restore tiny botanical machines that bloom when solved.
- **State:** idea-rejected
- **Stage:** 0
- **Score:** 89
- **GDD excerpt:** Pin & Bloom is a portrait, flat-2D mobile logic game. The player releases color-coded screw-pins from layered protective plates in a safe order. Removed pins travel into visible sorting trays. When the last brace clears, the tiny botanical automaton beneath it unfolds and blooms.
- **Art excerpt:** Pin & Bloom is a light editorial 2D puzzle, not a simulated workshop. Its visual signature is a flat botanical automaton held under patterned paper braces by enamel screw-pins. Solving replaces clutter with a moment of life.

Source files:

- idea-lab/outputs/2026-08-screw-puzzle-en-us/00-brief/research-brief.md (source-brief, sha256 c323714e1542ccebc4de0e5d39b11fa8a1702df19b9c7ccbe46a6484ea4db113)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible.md (art-bible, sha256 2e4aa24d012fcfa67f51650091f485029c68674b484c04e83637aa3245c390bf)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/gameplay-master.png (reference, sha256 8f8b047cc1248d3d99484811d42a49b63d188d16735c1108ef01ce08dd280f83)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/ui-language.png (visual-output, sha256 0aaa710381cd22f303dfba1d0d7cc784376d4219b9d27b167d85d025c72ae407)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/world-language.png (visual-output, sha256 eb7e65d6c8ea5ef8d5bac7e4da68c177bfa3dd4506559161b04221f3b3c998bd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/asset-manifest.json (asset-manifest, sha256 69a0c1e624e0cdc5961c35e23be691710c01d5486e3c4b44defde4790d067c2d)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/gdd.md (gdd, sha256 0e4e9d9196f774334ff47611db2f49fdec2e63574d1e430db33ac4e1a66871dd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/gameplay-master.txt (prompt, sha256 0eb883330cbdf8f8b3f0c34d03f0b7e977084823041b4559da97a653654d3355)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/ui-language.txt (prompt, sha256 a1d3ac6576af167fe0624fe631d50f8d44d7f3d1298f84257039047d34f272c5)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/world-language.txt (prompt, sha256 f3008f5c88e8dd33807c77810b6d7fb84648926e004eca4fb04a41d3f9a0ddf0)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/ux-flow.md (ux-flow, sha256 7b8713f1078a6083110cdc2d79ea2343f164322277442e1fc9927414101f1401)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/visual-brief.md (visual-brief, sha256 a7ad83a81df1de483e0284260f1259bec2b9da83d3d6955ad47d654f570baf53)

#### Revision 2

- **Hash:** b099f361d23b3d4fac528717e45109b5caef2c647ef731989bdfdde9c254f965
- **Created:** 2026-08-08
- **Release:** 2.0.1
- **Build:** f6df611 2026-08-19 04:53Z
- **Change summary:** catalog sync
- **Title:** Pin & Bloom
- **Pitch:** Release color-coded screw-pins in the right order to restore tiny botanical machines that bloom when solved.
- **State:** idea-rejected
- **Stage:** 0
- **Score:** 89
- **GDD excerpt:** Pin & Bloom is a portrait, flat-2D mobile logic game. The player releases color-coded screw-pins from layered protective plates in a safe order. Removed pins travel into visible sorting trays. When the last brace clears, the tiny botanical automaton beneath it unfolds and blooms.
- **Art excerpt:** Pin & Bloom is a light editorial 2D puzzle, not a simulated workshop. Its visual signature is a flat botanical automaton held under patterned paper braces by enamel screw-pins. Solving replaces clutter with a moment of life.

Source files:

- idea-lab/outputs/2026-08-screw-puzzle-en-us/00-brief/research-brief.md (source-brief, sha256 c323714e1542ccebc4de0e5d39b11fa8a1702df19b9c7ccbe46a6484ea4db113)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible.md (art-bible, sha256 2e4aa24d012fcfa67f51650091f485029c68674b484c04e83637aa3245c390bf)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/gameplay-master.png (reference, sha256 8f8b047cc1248d3d99484811d42a49b63d188d16735c1108ef01ce08dd280f83)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/ui-language.png (visual-output, sha256 0aaa710381cd22f303dfba1d0d7cc784376d4219b9d27b167d85d025c72ae407)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/world-language.png (visual-output, sha256 eb7e65d6c8ea5ef8d5bac7e4da68c177bfa3dd4506559161b04221f3b3c998bd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/asset-manifest.json (asset-manifest, sha256 69a0c1e624e0cdc5961c35e23be691710c01d5486e3c4b44defde4790d067c2d)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/gdd.md (gdd, sha256 0e4e9d9196f774334ff47611db2f49fdec2e63574d1e430db33ac4e1a66871dd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/gameplay-master.txt (prompt, sha256 0eb883330cbdf8f8b3f0c34d03f0b7e977084823041b4559da97a653654d3355)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/ui-language.txt (prompt, sha256 a1d3ac6576af167fe0624fe631d50f8d44d7f3d1298f84257039047d34f272c5)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/image-prompts/world-language.txt (prompt, sha256 f3008f5c88e8dd33807c77810b6d7fb84648926e004eca4fb04a41d3f9a0ddf0)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/ux-flow.md (ux-flow, sha256 7b8713f1078a6083110cdc2d79ea2343f164322277442e1fc9927414101f1401)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/visual-brief.md (visual-brief, sha256 a7ad83a81df1de483e0284260f1259bec2b9da83d3d6955ad47d654f570baf53)

#### Revision 1

- **Hash:** 4c6c59c1264a801c3756dfe08c7066f92e7983f5200129414a108750f786cc9b
- **Created:** 2026-08-08
- **Release:** 1.1.5
- **Build:** 40d5301 2026-08-10 19:04Z
- **Change summary:** catalog sync
- **Title:** Pin & Bloom
- **Pitch:** Release color-coded screw-pins in the right order to restore tiny botanical machines that bloom when solved.
- **State:** idea-rejected
- **Stage:** 0
- **Score:** 89
- **GDD excerpt:** Pin & Bloom is a portrait, flat-2D mobile logic game. The player releases color-coded screw-pins from layered protective plates in a safe order. Removed pins travel into visible sorting trays. When the last brace clears, the tiny botanical automaton beneath it unfolds and blooms.
- **Art excerpt:** Pin & Bloom is a light editorial 2D puzzle, not a simulated workshop. Its visual signature is a flat botanical automaton held under patterned paper braces by enamel screw-pins. Solving replaces clutter with a moment of life.

Source files:

- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible.md (art-bible, sha256 2e4aa24d012fcfa67f51650091f485029c68674b484c04e83637aa3245c390bf)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/gameplay-master.png (reference-image, sha256 8f8b047cc1248d3d99484811d42a49b63d188d16735c1108ef01ce08dd280f83)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/ui-language.png (reference-image, sha256 0aaa710381cd22f303dfba1d0d7cc784376d4219b9d27b167d85d025c72ae407)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/art-bible/world-language.png (reference-image, sha256 eb7e65d6c8ea5ef8d5bac7e4da68c177bfa3dd4506559161b04221f3b3c998bd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/gdd.md (gdd, sha256 0e4e9d9196f774334ff47611db2f49fdec2e63574d1e430db33ac4e1a66871dd)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/ux-flow.md (ux-flow, sha256 7b8713f1078a6083110cdc2d79ea2343f164322277442e1fc9927414101f1401)
- idea-lab/outputs/2026-08-screw-puzzle-en-us/rejected/pin-and-bloom/visual-brief.md (visual-brief, sha256 a7ad83a81df1de483e0284260f1259bec2b9da83d3d6955ad47d654f570baf53)

## Source package files (8)

Images are listed with direct URLs in the Gallery section.

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

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/artifacts/image-prompts/gameplay-master.txt
Type: text/plain; charset=utf-8, 1503 bytes

```text
Use case: ui-mockup
Asset type: canonical mobile gameplay reference for a 2D puzzle Art Bible
Primary request: show one premium portrait mobile gameplay scene for Pin & Bloom, a calm screw-pin logic puzzle where protective paper braces are removed to reveal a botanical automaton
Scene/backdrop: warm ivory sunlit field with generous breathing room
Subject: one central flat layered flower automaton held by six large enamel screw-pins and three clearly overlapping cut-paper braces; three fixed ceramic symbol-coded trays below the board; minimal quiet HUD above
Style/medium: polished flat 2D editorial game illustration, cut paper plus matte enamel plus restrained brass, crisp vector-like edges
Composition/framing: straight orthographic front view, portrait game topology centered inside a landscape reference canvas, large readable objects, no device frame
Lighting/mood: soft daylight, calm, optimistic, premium, low contrast shadows only for layer order
Color palette: warm ivory, slate ink, leaf green, coral, sky blue, lilac, restrained brass
Constraints: strictly flat 2D; every screw-pin fully visible and touchable; colors paired with engraved circle triangle leaf and star symbols; exactly three trays below; UI outside the board; no text
Avoid: 3D render, isometric angle, perspective camera, realistic workbench, generic wood planks, dark steampunk, cyberpunk, toy plastic gloss, candy UI, timer, lives, currencies, characters, presentation sheet, multiple panels, watermark, extra text
```

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

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/artifacts/image-prompts/ui-language.txt
Type: text/plain; charset=utf-8, 1210 bytes

```text
Use case: ui-mockup
Asset type: editable UI direction reference for a 2D mobile puzzle Art Bible
Primary request: show a small coherent Pin & Bloom UI component system matching the supplied gameplay master
Subject: home card, chapter card, level preview card, primary and secondary buttons, pause modal, jammed modal, result card, undo pause settings and accessibility icons, three-slot tray component
Style/medium: polished flat 2D vector-like mobile UI, cut-paper restraint, matte enamel accents, slate outlines
Composition/framing: light landscape component board with eight large readable groups and generous spacing; components shown straight-on; empty text areas; no device frame
Lighting/mood: calm daylight, friendly, premium
Color palette: match the gameplay master exactly and preserve semantic color roles
Constraints: Image 1 is canonical; flat 2D only; UI must look editable and production-feasible; use symbol placeholders rather than words; show color-plus-symbol accessibility; no baked production copy
Avoid: full 3D screens, isometric panels, dark UI, glassmorphism, neon, casino particles, extra currencies, timer, lives, ad buttons, dense tiny component catalog, fake paragraphs, watermark
```

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

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/artifacts/image-prompts/world-language.txt
Type: text/plain; charset=utf-8, 1216 bytes

```text
Use case: stylized-concept
Asset type: object and environment language board for a 2D mobile puzzle Art Bible
Primary request: a clean curated collection of Pin & Bloom botanical automata and modular game objects that exactly matches the supplied gameplay master
Subject: one restored flower automaton hero, one moth automaton, one seed clock, three cut-paper braces, four enamel symbol pins, three ceramic trays, two empty sockets, one seed reward
Style/medium: polished flat 2D editorial game illustration with crisp vector-like edges, cut paper, matte enamel, restrained brass
Composition/framing: single light landscape board, large separate objects with generous spacing, no overlapping objects, no labels, no fake presentation captions
Lighting/mood: soft daylight, calm and premium
Color palette: match the gameplay master exactly
Constraints: Image 1 is the canonical style and shape reference; preserve its flat orthographic dimension, outline weight, palette roles, material finish, pin symbols, tray construction, and botanical identity; no text
Avoid: new mechanics, 3D, isometric perspective, realistic metal, generic wood, dark background, dense moodboard, tiny thumbnails, character mascot, watermark
```

### docs/art-bible.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/docs/art-bible.md
Type: text/markdown; charset=utf-8, 3967 bytes

Full text is reproduced above under "Art Bible".

### docs/gdd.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/docs/gdd.md
Type: text/markdown; charset=utf-8, 9142 bytes

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

### docs/ux-flow.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/docs/ux-flow.md
Type: text/markdown; charset=utf-8, 3493 bytes

Full text is reproduced above under "UX flow".

### docs/visual-brief.md

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/docs/visual-brief.md
Type: text/markdown; charset=utf-8, 3401 bytes

Full text is reproduced above under "Visual brief".

### validation/asset-manifest.json

URL: https://autechsolutions-game-factory.pages.dev/ideas/pin-and-bloom/files/validation/asset-manifest.json
Type: application/json, 1410 bytes

```json
{
  "version": 1,
  "status": "verified-provisional",
  "model": "gpt-image-2",
  "authority": [
    "gdd.md",
    "ux-flow.md",
    "visual-brief.md",
    "art-bible.md"
  ],
  "assets": [
    {
      "id": "gameplay-master",
      "role": "canonical gameplay and palette reference",
      "prompt": "image-prompts/gameplay-master.txt",
      "output": "art-bible/gameplay-master.png",
      "references": [],
      "qa": "passed: strict front view, six visible pins, three trays, no text or extra mechanics; low-relief material rendering is acceptable as reference, not production geometry"
    },
    {
      "id": "world-language",
      "role": "object, material, and world-family reference",
      "prompt": "image-prompts/world-language.txt",
      "output": "art-bible/world-language.png",
      "references": [
        "art-bible/gameplay-master.png"
      ],
      "qa": "passed: palette, pin symbols, trays, botanical identity, and straight-on object language remain consistent with gameplay master"
    },
    {
      "id": "ui-language",
      "role": "editable UI and component direction",
      "prompt": "image-prompts/ui-language.txt",
      "output": "art-bible/ui-language.png",
      "references": [
        "art-bible/gameplay-master.png"
      ],
      "qa": "passed with caveat: coherent UI language and no forbidden economy; generated index numerals are non-authoritative and must not enter production UI"
    }
  ]
}
```
