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Coffee Block Rush

Coffee Block Rush is a slide-to-serve block puzzle for phones. Colored polyomino crates sit on an 8×8 café grid. Each color has a matching cup gate on a...

8/27/2026Views: 0Launches: 0

{Coffee Block Rush} Project Report

1. The Concept

Coffee Block Rush is a slide-to-serve block puzzle for phones. Colored polyomino crates sit on an 8×8 café grid. Each color has a matching cup gate on a conveyor around the board. The player’s job is simple to explain and hard to master:

Slide a crate to its own color gate — then coffee cups jump in, fill every hole, and the box packs away.

It is an Unblock-Me / Color Block Jam loop, but the identity is a busy coffee shop: joined crate tiles, mini cups riding the belts, a wood HUD, and a storefront backdrop. The unique hook is the serve itself — cups leave the belt, land in four holes per cell, beans fly to the score, the tile pops, the lane goes dark — so clearing a color feels like finishing an order, not a grid cell disappearing.

Design goals:

Risk/reward sits in the board, not a shop. A greedy slide can pin a color behind another bar. Stars grade cleanliness against par. Pieces start off their own gates on purpose — the puzzle is bringing a crate to its cups, not serving an order that is already lined up. Each crate you move can fill when it sits on its gate; leftover crates do not dump themselves, so every color still needs a player action.

2. The Stack

Built as a zero-build, zero-dependency product so it can ship and play the same day.

Layer Choice ----------- ---------------------------------------------------------------- Structure index.html (home, levels, play HUD, board, pause / win) UI Vanilla CSS (café tokens, safe-area, joined-cell sprites, belts) Logic Vanilla JavaScript ("use strict", ~780 lines) Art WebP crate cells + cup sprites per color; storefront background Audio Web Audio API (procedural SFX; no sound files) Progress localStorage (cbr-save) — highest level, stars, best moves, sound, tutorial flag Target Phone browser (portrait, viewport-fit=cover, user-scalable=no) Fonts Fredoka (Google Fonts)

No framework, no bundler, no npm — open the folder and play.

Architecture choices: hand-authored levels sit as LEVELS (exits + I-bar helpers IH / IV); visual aliases (navy→blue, lime→green) fold duplicate cup art; occupancy, drag snap, and serve timing stay in one file. Design constraints live in sakurai/ and rules/ plus sakurai_game_contnt_v1.0_kh.txt, not in a separate engine.

3. The 1 Day Sprint (+ polish pass)

The day was treated as a full vertical slice: concept → playable core → juice → shippable demo. Scope stayed tight: one mechanic, one café world, one 48-level path. Anything that did not serve “slide the crate to its cups, and feel the order leave” was cut.

Morning (Hours 1–3):

Outcome: A draggable prototype that already looked like a café puzzle, not a wireframe.

Afternoon (Hours 4–6):

Outcome: A real campaign with juice, not a single hand-made puzzle.

The Finish Line (Hour 7-8):

Outcome: A self-contained demo ready to show, share, or iterate.

Polish (Aug 10):

The studio juice pass for this title:

4. The Roadblocks

  1. Wins that felt empty — Sparse boards plus overlap-based gates plus a serve cascade meant leftover crates dumped themselves after one good slide. Playtest (“លេងឆាប់ឈ្នះ… ធុញ”) forced denser I-bar locks, full-gate containment, and serve-only-the-piece-you-moved.
  1. Motion vs. rules — Locking tall bars to one axis (Rush Hour cars) made the puzzle harder but broke the player’s mental model: a cyan I4 showed ↕ and would not go left/right even into empty cells. Axis lock was removed; occupancy still blocks a path when another crate is in the way.
  1. Feel vs. cheap clear — Instant “piece gone” did not read as coffee. Cups had to leave the belt, land, fill four holes, pop the tile, then pack. Score had to fly; the HUD bean line is points, not moves.
  1. Color identity — Two greens or two blues on one board looked like a duplicate order. Aliasing lime→green and navy→blue, then dropping extra gates of the same art color, kept one lane per visual cup.
  1. Phone chrome — The board must size from the visible wrap, not a magic cell. Belts, gates, and drag deltas all key off --cell so cups stay on the frame when the viewport changes.
  1. Audio without assets — No sound pack in a 1-day sprint. Web Audio oscillators carry slide / fill / pack / win; browsers still need a user gesture to unlock the context.
  1. Scope pressure — A solver, shop, ads, and 100 unique polyominoes were tempting. Hand I-bars, 48 levels, 3 bombs / 3 saws, and HUD restart kept the day on one composition: brand, one loop, ship.

5. Key Takeaways

My final thought:

A one-day game only works when the concept is a single sentence and the stack stays out of the way. Coffee Block Rush proves that: drag the crate, kiss the cups, watch the order leave; a full campaign with tools, stars, and a home screen inside three files. The next steps are optional — handcrafted late-level solvability, richer audio, more shapes — but the core already delivers what mattered most: slide it in, see the cups land, smile, next.