Kimmy's Skills

sugarfall — Casual Puzzle Requirements

Source: ../game-casual.html · Surface: game UI (casual puzzle, mobile) · Mode: Greenfield · Case 08 Purpose: prove shape-coded play, bounded juice, large touch targets, and a game that does not use dark patterns.

1. Problem and context

Who: commuters and parents, playing one level at a time, sound often off.

Jobs: clear a level in 1–3 minutes, feel good, stop cleanly.

Constraints: one thumb, bright environments, color-vision variety, and a young audience that must never be pushed into a purchase.

2. Principles

Rule Rationale
Three registers: play, operate, explain Luckiest Guy for moments, Baloo 2 for controls and counters, Nunito Sans for anything a player must actually read.
Pieces differ by shape, not only hue The board is the game; colorblind players and grayscale screens must still parse it instantly.
Juice is bounded Pop 150 ms, cascade 250 ms, popup 400 ms; nothing blocks input, and reduce motion turns juice into fades.
No dark patterns No timer by default, lives regenerate predictably, and every purchase is an explicit, reversible choice.

3. Experience requirements

Level play

Level complete and failure

Level map

Settings and help

4. Visual requirements

Typography

Register Face Use
display Luckiest Guy popups, score moments
UI Baloo 2 controls, counters, nav
text Nunito Sans help, settings, store terms

Color and pieces

Role Value
berry #e0487a
lemon #e8a819
mint #2f9e77
blue #3f7fd2
grape #8a4fd0
orange #dd6b25
gold #e3b341
ink-soft #5e5669

Six candy hues, six shapes. The shape is the contract; the color is the delight.

5. Components and states

6. Motion and accessibility

7. Verification requirements

8. Non-goals

9. Open questions