Feed your score by poisoning your future.
The verdict
The seven metrics (0–100)
Full breakdown in the Evaluation card below.
0s: Board appears, mostly vibrant tiles. Essence: 0, Decay: 10%.
5s: Player makes a 4-tile match. Essence counter pops up. Decay meter visibly jumps.
10s: New tiles drop. One is a grey, cracked 'Corrupted' tile, blocking a potential match.
15s: Player makes another, bigger match, chasing a high score. Essence soars. Decay meter jumps to 50%.
20s: A cascade of new tiles drops, three are now Corrupted tiles. The board feels tighter.
25s: The player hesitates, eyeing their Essence total and the 'Purge' button. They can afford it.
The player journey
Powerful, but cautious.
I see the trap now.
One move left, do I cash out or risk it all?
This time I'll stop sooner.
Winning with the Decay meter at 99%.
Innovation
The core match-3 action is also the primary source of the game's central threat. You are your own worst enemy.
What kills it
The Decay meter maxes out, overwhelming the system and ending the run. A board choked with Corrupted tiles is the symptom, not the cause, of this failure.
Rules
Why it works
The core risk/reward loop is incredibly tight and easy to understand.
Short, high-tension sessions are perfect for mobile.
The 'I could have won if I'd just stopped one move earlier' feeling creates strong 'one more run' compulsion.
Intelligence report
A high-tension match-3 puzzler where every score-increasing match also fuels a 'Decay' system that corrupts the board, forcing players into a tight risk/reward loop of scoring versus survival.
Fallback agents: genreFitAgent, designStyleAgent, originalityScoutAgent, compatibilityMatrix
Decision-first summary with chapter navigation and stage evidence.
Concept intent
Players match vibrant tiles for 'Essence', but each match accumulates 'Decay' which transforms future tile spawns into unmatchable 'Corrupted' elements, threatening to overwhelm the board.
This is the north star every downstream decision must obey: loop, tone, visuals, and monetization.
Provider snapshot used by specialist pass and final gates.
Design style
ReadabilityThe whole board reads at a glance — every Balance and its consequence is visible without scrolling.
CameraFixed top-down — the entire play space framed at once.
Monetization
Modelhybrid (85/100)
WhyThis model supports meta-progression and player choice for minor boosts without compromising the core in-session tension of balancing Essence gain against Decay.
Marketing hook
Ad promiseEvery match gives you power, but also poisons your board. Can you master the delicate balance before corruption consumes everything?
Playable angleBoard choked with Corrupted tiles, Decay critical. Enough Essence for one Purge. Clear now, or risk one more big match for a higher score?
Buildability
Scope4 weeks
Cheapest buildA match-3 grid where matching vibrant tiles increases Essence and Decay. New tiles can be unmatchable 'Corrupted' blockers based on Decay. A button spends Essence to reduce Decay and clear Corrupted tiles. Ends when Essence goal is met or Decay is critical.
Originality scout
AngleLean hard into the spine — Players match vibrant tiles for 'Essence', but each match accumulates 'Decay' which transforms future tile spawns into unmatchable 'Corrupted' elements, threatening to overwhelm the board. — as the one thing no ne
Clone risks2 flagged
Compatibility matrix
No cross-specialist conflicts flagged.
Must cutMultiple types of Corrupted tiles; start with one basic unmatchable blocker · Advanced visual effects for matches, tile spawns, and Purge action · Sound effects and background music · Any meta-game progression or player profile features · Tutorials or complex onboarding · Extensive options/settings menu · Complex animations for UI elements
Coherence critic
Verdictpass
ContradictionsPurge pattern unlocks via pre-run loadout are not in the prototype plan; boundary between v1 and post-prototype scope is unstated. · Rules say Corrupted tiles are unmatchable blockers, but failure is attributed solely to the Decay meter — board-lock loss condition is unresolved. · The 30-second walkthrough ends at 80% Decay with no resolution, contradicting the 'decisive final moment' promised in ad hooks.
Required editsClarify board-lock: state whether a Corrupted-majority board triggers immediate loss or guarantees one valid match until Decay maxes. · Add a sentence in progressionIdeas marking Purge pattern unlocks as post-prototype scope, not v1 requirements. · Extend the walkthrough 5–10 seconds to show a decisive resolution beat matching the 'one move left' ad promise.