docs(plans): add playful visual feedback milestone

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2026-09-10 22:08:02 +03:00
parent abb3ff27b7
commit 2501345740
10 changed files with 294 additions and 38 deletions
+13 -6
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@@ -44,8 +44,9 @@ marker.
The gameplay icon family is locally authored SVG artwork derived from the
approved running-player, key, arched-exit, crystal, opened-exit, and spike
reference silhouettes. The spike icon communicates only blocked movement or a
wall collision; it never represents a trap or a new gameplay mechanic.
reference silhouettes. The spike icon remains a catalog asset only; blocked
movement uses the maze feedback defined below and never represents a trap or a
new gameplay mechanic.
WCAG AA contrast certification and dedicated color-vision-deficiency palettes
are not MVP requirements.
@@ -102,8 +103,10 @@ are not MVP requirements.
- Connection details and the Wi-Fi settings link belong in a secondary panel,
not in the persistent status row.
- Countdown, pause, and result states appear as modal overlays above the map.
- Errors and rejected actions appear as contextual tooltips or notices near
the relevant control or status area.
- Textual system notices use one live message rail above the top bar and player
status area. It shows one message at a time: connection loss has highest
priority and persists until recovery; all other messages replace lower
priority content, deduplicate by event, and dismiss after 2.6 seconds.
- The lobby uses separate blocks for players, observers, and match actions.
- Network provisioning uses the same colors, type, controls, and humor as the
game application.
@@ -121,8 +124,12 @@ are not MVP requirements.
- Player zoom and pan controls are not part of the MVP.
- Use different colors plus labels, outlines, shapes, or icons to distinguish
player ownership and object types.
- Give immediate visual feedback when movement is rejected by a wall without
revealing hidden state.
- A server `blocked` rejection shakes the visible maze opposite the attempted
cardinal movement for at most 340 ms, without text or spike notice. A
`rate_limited` rejection darkens and blurs only the maze for at most 520 ms,
also without text. Repeated feedback restarts one bounded effect of each type.
- Reduced-motion mode replaces the blocked shake with one static directional
border cue; rate-limit feedback remains immediate and non-animated.
## 8. Responsive behavior