Place pieces onto a grid square where board lock ends the run while draging to keep the board alive.
The verdict
The seven metrics (0–100)
Full breakdown in the Evaluation card below.
Open the idea as a six-image family instead of a single mockup: hero, readable gameplay, pressure, progression payoff, ad angle, and style variation. New families reuse the latest hero as a reference so the concept stays coherent instead of drifting.
Show the concept as a family, not a single shot
Generate six related images so the mechanic, pressure moment, progression payoff, ad angle, and style variation all read at a glance. This is the fastest way to make the idea feel real for other people.
The lead image also replaces the legacy mockup automatically, so the rest of the product keeps showing the newest visual without any extra work.
A structured expansion pass that turns one approved concept into adjacent next bets, so the process ends with option space instead of a single answer.
Turn one concept into five concrete next bets
Generate a structured follow-up report that opens safer, bolder, retention-first, ad-first, and theme-shift paths without losing the original concept thread.
You can generate this now, but it reads better once the concept board makes the visual lane concrete too.
Legacy single-image slot used across cards and exports. The latest concept-board lead image syncs back here automatically.
No mockup rendered yet.
Click regenerate to create one.
A market-ready animals mobile-game screenshot: Animals Place tile Square grid. A square grid board dominates the lower half, mid-drag with a satisfying chain firing across the board. Bright, high-contrast colour story, no UI chrome competing with gameplay, 9:16 aspect. The innovation 'Fuses place on a grid square with board lock as the core tension. Draws primitiv...' should be visually obvious.
1) Place to set up the next move. 2) Manage board lock pressure to avoid losing the round. 3) Trigger instant clear by reading the board. 4) Progress through upgrade loop beats that feed back into the board.
Show a near-lock grid square rescued by a single place.
Lean into the chaos to order beat — escalate, collapse, payoff.
One wrong place ruins the board; frame the bad-choice ad variant.
Status
Signals stored against this version. Used later for ranking and learning.
Revise — fix the flagged weak points before prototyping. Clarity 96, novelty 55, buildability 90, clone risk 65.
Strengths
Risks
Decision: flag · Score: 41
Flagged — Block Blast is close on 2 foundational layers (shared primitives: drag, grid-square, place, board-lock). Add a material change before shipping.
Material differences
Closest comparables
No source anchors (random mode).
Semantic neighbours by embedding — useful for spotting overlap.
