# 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.
