Blue
Claim
The memory game: the badge lock screen turned into a flash-and-reproduce loop, forked from a shared engine.
Construction
Blue begins as a fork of a shared base file — the engine, the badge view and a developer panel, with a working flash-and-reproduce loop already running. The brief names that file as the single base reference for each of the games, so Blue is a skin and a rule set over common machinery rather than a new build.
The loop is the game. A combination of the chosen tier is picked at random, fused tile by tile at the chosen speed, then cleared; reproducing it in any order scores a match, advances the streak, and ramps the tier every three wins.
The interaction layer is inherited from the lock screen: tapping with disambiguation, sliding to fuse a circle and a diamond into a tile, illegal layering shown with the shared shapes in red, and experimental overlap tokens.
What it establishes
The engine derives its tiles, diamonds and exclusion key from one rule — two arrangements conflict if they share an anchor circle or a diamond — and then enumerates every valid combination by tier. The brief records both badges as verified against it: 1,157 states on the 16-point badge, in the familiar tiers, and 22,501 on the 24-point badge up to tier 10.
The 16-point figure is the one this library checks everywhere else, and it agrees with the recomputation here.
Styling runs through theme presets that swap every token live, so the game's look is a block of values rather than a rewrite: a night theme, a paper theme matching the board tool, and a first-draft blue.
Developer mode first
The brief's instruction is that the model stays in developer mode — style and gameplay adjustable — until the details feel right, and only then is the panel stripped out for the simple final game. Difficulty is to map onto tier ranges, flash speed, badge choice and order sensitivity across normal, hard and very hard.
Audio is deferred by design, with the loop structured so a sound call can be dropped in at each beat.
Note
The lock screen became a game. Worth saying whether that was a detour or the point.
Open questions
- What a round is, and which selection methods each difficulty exercises. The brief lists this as the first thing to settle and it is not settled in any file here.
- Colour events — score thresholds or streak milestones — are named but not defined.
- The draft blue palette is explicitly a starting point, not a decision.
- The index records Deep Water, the style labs and a seven-beat choreography. None of that is in any file on hand, so this page stops at the brief.
Checks
| What | How | Source |
|---|---|---|
| 16-point enumeration | 1,157 states in tiers 16/98/288/417/274/64, verified in the engine | claude/blue-memory-game-brief.md |
| Same total, independently | 1,157 recomputed from the exclusion key | _src/core.py |
| 24-point enumeration | 22,501 up to tier 10 — not re-derived here | claude/blue-memory-game-brief.md |
| One rule for conflict | Shares an anchor circle or shares a diamond | claude/blue-memory-game-brief.md |
| Provenance | Forked from the combination lock screen, itself built from the 16/24-point badge handoff | claude/blue-memory-game-brief.md |