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Pop Flower

Pop Flower is a mobile-first PopStar-style puzzle: tap groups of 2+ matching adjacent flowers, clear them for points, watch the board fall under gravity, and...

8/11/2026Views: 0Launches: 0

{Pop Flower}Project Report

1. The Concept

Pop Flower is a mobile-first PopStar-style puzzle: tap groups of 2+ matching adjacent flowers, clear them for points, watch the board fall under gravity, and hit a stage score target before you run out of moves.

The hook is familiar mechanics with a garden skin — jasmine, sakura, hydrangea, rose, and sunflower as the five colors — so clearing reads as “bloom and burst,” not just popping blocks. Risk/reward is classic PopStar: bigger groups score n² × 5, leftovers yield an end bonus (up to 2000 for a perfect clear), and you keep playing until no moves remain, then pass or fail the target.

Built as a one-screen smartphone game (title → play → pause / clear / game over), guided by the Sakurai-style design rules in the repo: one job per screen, fun first, beginner-simple with depth through stage targets.

2. The Stack

Design reference lives in sakurai/ and rules/ (Khmer UI/game-design constraints), not in a separate engine.

3. The 1 Day Sprint (+ polish pass)

Morning (Hours 1–3): Core loop: 10×10 board, color fill with guaranteed playable starts, flood-fill match groups, select → confirm tap to pop, PopStar scoring, column gravity with sliding tiles, HUD (stage / score / best / target).

Afternoon (Hours 4–6): Stage system (targets ramp across ~200 stages), stage clear vs game over, remain bonus + leftover “bloom away” sequence, pause / restart / quit, title screen with PLAY + CONTINUE, localStorage progress.

The Finish Line (Hour 7-8): Web Audio unlock (incl. iOS silent-buffer trick), pop/clear/fail SFX, flower SVGs on tiles, shatter + spark FX, combo banners, float scores, title garden (petals, grass, sky gradients), mobile layout polish (--app-max, board sizing).

Polish (Aug 10): Visual and feel pass — clearer flower identity per color, softer garden atmosphere, clearer overlays (Stage Clear / Pause / Game Over), leftover sweep animation, continue-save UX, small motion/audio tweaks so the build feels like a finished casual puzzle, not a prototype.

4. The Roadblocks

5. Key Takeaways

My final thought: Pop Flower proves you can ship a charming, playable mobile puzzle in a day when the concept is sharp and the stack is intentionally tiny — and that the polish pass is what turns “it works” into “I’d tap PLAY again.”