escape-room

byValdir Lira

Atue como um Desenvolvedor de Jogos Educativos e Especialista em Design Pedagógico (Língua Portuguesa - BNCC/SAEB/SAEPE). Preciso que você crie a estrutura detalhada de um jogo digital educativo no estilo "Escape Room" / "Passar de Fase", focado em investigação, pistas e enigmas. O jogo precisa ser desenvolvido para rodar em PC, Tablet e Android (responsivo e com controles por toque/clique). A estrutura deve seguir os seguintes critérios: 1. TEMÁTICA E LOOP DE JOGO: - O jogador é um "Detetive Gramatical" ou "Explorador de Textos". - Para passar de fase, ele precisa encontrar pistas no cenário, decifrar enigmas baseados em textos e resolver desafios de Língua Portuguesa. 2. ALINHAMENTO PEDAGÓGICO (Foco: Ensino Fundamental Anos Finais ou Ensino Médio - Escolha um e especifique): - Baseado nas habilidades de Leitura, Interpretação de Texto, Coesão, Coerência e Variedades Linguísticas da BNCC. - Focado nos descritores do SAEB/SAEPE (Ex: D1 - Localizar informação explícita; D3 - Inferir o sentido de uma palavra ou expressão; D4 - Inferir uma informação implícita; D6 - Identificar o tema de um texto). 3. ESTRUTURA DA PRIMEIRA FASE (Exemplo Prático): - Nome da Fase e Cenário (Ex: A Biblioteca Abandonada). - Pistas no Cenário: Onde o jogador clica/toca para achar as pistas. - Enigma 1 (Foco em Inferência - SAEB): Detalhe o texto da pista, a pergunta e as alternativas (padrão ABCD do SAEB). - Desafio Final da Fase: O que ele precisa responder para abrir a porta/passar de fase. 4. ARQUITETURA DE CÓDIGO (Multiplataforma): - Sugira a melhor engine (ex: Godot Engine usando GDScript). - Forneça um exemplo de código estrutural (GDScript ou similar) para gerenciar o sistema de inventário de pistas ou a verificação da resposta certa do enigma, garantindo suporte a cliques (PC) e toques na tela (Android/Tablet). Gere uma resposta detalhada, organizada por tópicos e pronta para implementação.

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System Requirements

System Requirements Document for escape-room

1. Introduction

escape-room is a digital educational game in the "Escape Room" / "Passar de Fase" style, built for investigation, clue-hunting and puzzle-solving. The player takes on the role of a "Detetive Gramatical" (Grammar Detective) or "Explorador de Textos" (Text Explorer): to advance through a phase, the player must find clues hidden in the scenario, decipher text-based enigmas, and resolve Língua Portuguesa challenges.

The product is designed to run on PC, Tablet and Android, responsively, with equivalent click (PC) and touch (Android/Tablet) controls.

Pedagogical audience (specified): Ensino Fundamental Anos Finais (6º ao 9º ano, 11–14 anos). This level is chosen and fixed for the current generation, satisfying the requirement to select and specify the target level before content production.

Pedagogical alignment: the game is grounded in the BNCC habilidades of Leitura, Interpretação de Texto, Coesão, Coerência e Variedades Linguísticas, and focused on the SAEB/SAEPE descritores:

  • D1 — Localizar informação explícita
  • D3 — Inferir o sentido de uma palavra ou expressão
  • D4 — Inferir uma informação implícita
  • D6 — Identificar o tema de um texto

The intended audience is two-fold: students who play the investigation loop, and teachers / pedagogical mediators who need to see how the game maps to BNCC habilidades and SAEB/SAEPE descritores for classroom use.

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2. System Overview

The current delivery is a first-party, browser-and-device playable educational game with a public entry, a pedagogical reference area, and a playable first phase ("A Biblioteca Abandonada") composed of scene exploration, clue collection, an inference enigma in SAEB ABCD format, and a final challenge that opens the door and completes the phase.

Actors:

  • Jogador-Detetive (Estudante) — the student who explores the scene, collects clues, answers the enigma and the final challenge.
  • Professor(a) / Mediador Pedagógico — the teacher who consults the pedagogical alignment and phase structure.

Accepted behavior: the game loop (find clues → decipher text-based enigmas → resolve Língua Portuguesa challenges → pass the phase), the fully specified first phase, the SAEB ABCD answer format, and the multiplatform responsive click/touch input.

Ownership: all current surfaces are first-party application surfaces. No provider-owned or external-destination work is required by the accepted requirements.

Narrow exclusions: the current scope covers the structure and first phase of the game. Additional phases beyond Phase 1 are a future horizon (see Section 11). No account system, no cloud sync, no multiplayer, and no analytics dashboard are accepted by the source.

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2a. Product Interpretation and Delivery Boundary

The product is delivered as a first-party interactive game that runs on PC, tablet and Android with responsive layout and equivalent click/touch input. All current surfaces are owned by the application itself; there is no provider-owned or external-only delivery in the accepted scope.

The current delivery boundary includes: the public entry that explains the game, the pedagogical reference area for teachers, the playable first phase with its scene, clue inventory, inference enigma and final challenge, and the phase-completion surface.

The future boundary (not part of current acceptance) includes additional phases beyond Phase 1 and any expansion of the pedagogical content library. These are recorded in Section 11 and are excluded from current pages and acceptance.

Access to all current surfaces is public (no identity required), consistent with the accepted planning contract: the game is a classroom/at-home educational resource that a student or teacher opens directly, with no account, login or provisioning step accepted by the source.

2c. Page Content and Component Coverage

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Landing

  • Information / state: the game's identity as an educational "Escape Room" of Língua Portuguesa; the player role ("Detetive Gramatical" / "Explorador de Textos"); the target level (Ensino Fundamental Anos Finais, 6º–9º ano); the BNCC habilidades and SAEB/SAEPE descritores (D1, D3, D4, D6); the fact that it runs on PC, tablet and Android with click/touch; the phase name "A Biblioteca Abandonada".
  • Primary action: "ABRIR O CASO" — enter the first phase.
  • Supporting actions: navigate to the Teacher Guide; read the descriptor strip.
  • Domain entities: Phase (Fase 01 — A Biblioteca Abandonada), Descritor (D1/D3/D4/D6), Nível de ensino (6º–9º ano).
  • Component responsibilities: oversized two-line wordmark "DETETIVE GRAMATICAL"; three overlapping shield badges (D1, D3, D4) stamped over the scene's bottom border; ruled metadata strip (fase 01 / biblioteca abandonada / 6º–9º ano); primary CTA button; descriptor ticker band.
  • States: loading — scene illustration and wordmark render before interactive controls; empty — not applicable (static entry content); success — CTA enters Exploration; error — if the phase content fails to load, the CTA shows a retry state and the metadata strip remains readable; recovery — retry re-attempts phase load without leaving the page.
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Teacher Guide

  • Information / state: the specified target level (Ensino Fundamental Anos Finais, 6º–9º ano); the BNCC habilidades covered (Leitura, Interpretação de Texto, Coesão, Coerência, Variedades Linguísticas); the SAEB/SAEPE descritores addressed (D1, D3, D4, D6) with their meanings; the pedagogical structure of the first phase (clues → enigma → final challenge); the SAEB ABCD answer format used.
  • Primary action: consult the pedagogical alignment of the phase.
  • Supporting actions: return to Landing; enter the phase to preview it.
  • Domain entities: Habilidade BNCC, Descritor SAEB/SAEPE, Fase, Enigma.
  • Component responsibilities: ruled reference tables (descritor code / label / where it appears in the phase); phase structure outline; level specification block.
  • States: loading — reference tables render; empty — not applicable (static reference content); success — tables fully readable; error — if content fails to load, a retry control appears; recovery — retry reloads the reference content.
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Exploration

  • Information / state: the illustrated scene "A Biblioteca Abandonada" (shelves, a fallen ladder, a locked door with a padlock, a typewriter, a dusty globe); interactive hotspot markers; which hotspots have already been searched (numbered tags left on the scene); the current clue count.
  • Primary action: click/tap a hotspot to search it and collect a clue.
  • Supporting actions: open the Clue Inventory; open Enigma 1 when its prerequisite clue is found; attempt the locked door (routes to Final Challenge).
  • Domain entities: Cenário (A Biblioteca Abandonada), Ponto interativo (hotspot), Pista (clue), Porta trancada.
  • Component responsibilities: full-bleed scene with overlaid dashed stamp-ring hotspots; numbered tag left on each searched hotspot; case-file panel with clue ledger; fixed bottom action bar on mobile.
  • States: loading — scene loads with hotspots inactive until ready; empty — no clues found yet, ledger shows an empty ruled state; success — hotspot fills hot orange, a numbered tag remains, and the clue is added to the ledger with an "ENCONTRADA" stamp; error — a hotspot that yields nothing shows a brief "nada aqui" state without adding a ledger row; recovery — the player can re-tap any hotspot; already-searched hotspots remain marked and do not duplicate clues.
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Clue Inventory

  • Information / state: the ruled ledger of all clues found so far, each as a row with tag code, all-caps clue name, and status stamp; the descriptor category code (D1/D3/D4/D6) on each clue tag.
  • Primary action: consult a collected clue's full text.
  • Supporting actions: return to Exploration; proceed to Enigma 1 when the required clue is present.
  • Domain entities: Pista (clue), Código de etiqueta, Descritor associado.
  • Component responsibilities: ruled table of label/value rows; rotated orange "ENCONTRADA" stamp per row; category color codes (mustard #D9A521, forest #2F5D46) on clue tags.
  • States: loading — ledger rows render; empty — no clues collected, ledger shows an empty ruled state with guidance to search the scene; success — each collected clue appears as a complete row; error — if a clue's detail fails to open, the row remains and a retry control appears; recovery — retry reopens the clue detail.
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Enigma 1

  • Information / state: the clue text that grounds the enigma; the question; four alternatives in SAEB ABCD format; the descriptor focus (inference — D3/D4).
  • Primary action: select one of the four alternatives (A, B, C, D) and submit.
  • Supporting actions: return to Exploration; consult the Clue Inventory.
  • Domain entities: Enigma 1, Texto da pista, Pergunta, Alternativas A/B/C/D, Descritor (inferência).
  • Component responsibilities: clue text block with type-on reveal; question block; four ruled option rows; stamped verdict feedback.
  • States: loading — clue text and options render; empty — not applicable (the enigma always has its clue text and four options); success — correct answer slams a large ink "CORRETO" stamp with a 4px hard shadow and unlocks progression; error — wrong answer shows a rotated orange "REVER" tag and the option row shakes once (180ms), allowing another attempt; recovery — the player may re-select and resubmit without losing collected clues.
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Final Challenge

  • Information / state: the conclusive challenge of the phase; the player's answer input; the state of the locked door.
  • Primary action: submit the answer that opens the door.
  • Supporting actions: return to Exploration; consult the Clue Inventory.
  • Domain entities: Desafio Final, Porta trancada, Resposta do jogador.
  • Component responsibilities: challenge prompt; answer input/selection; door state indicator; stamped verdict feedback.
  • States: loading — challenge renders; empty — not applicable (the challenge always presents its prompt); success — correct answer opens the door and routes to Phase Complete; error — wrong answer shows the "REVER" tag and the door remains locked, allowing another attempt; recovery — the player may retry; collected clues remain available.

Phase Complete

  • Information / state: confirmation that the final challenge was resolved and the door opened; the phase name; the descriptors exercised in the phase.
  • Primary action: continue to the next phase.
  • Supporting actions: return to Landing; revisit the Teacher Guide.
  • Domain entities: Fase concluída, Próxima fase.
  • Component responsibilities: completion confirmation with stamped verdict; phase summary; continuation control.
  • States: loading — completion content renders; empty — not applicable; success — completion confirmed and continuation offered; error — if continuation content is unavailable, the completion confirmation remains readable and a retry control appears; recovery — retry re-attempts loading the continuation.
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3. Functional Requirements

FR-01 — Game loop and player role (explicit) As a Jogador-Detetive (Estudante), I should assume the role of "Detetive Gramatical" / "Explorador de Textos" and, to pass a phase, find clues in the scenario, decipher text-based enigmas, and resolve Língua Portuguesa challenges.

  • Trigger/input: the player enters the phase.
  • Observable result: the player progresses only by finding clues, solving the enigma, and resolving the final challenge.
  • Access state: public.
  • Failure/recovery: unsolved enigmas or challenges keep the phase open for retry.
  • Continuation: on success, the phase completes and the next phase is offered.

FR-02 — Multiplatform responsive play with click/touch (explicit) As a Jogador-Detetive (Estudante), I should play on PC, tablet and Android with a responsive layout and equivalent click (PC) and touch (Android/Tablet) controls.

  • Trigger/input: click or tap on interactive elements.
  • Observable result: the same interactions are reachable and usable on all three device classes.
  • Access state: public.
  • Failure/recovery: if a control is unreachable at a viewport, the layout wraps or scales so the control remains whole and usable.
  • Continuation: play continues uninterrupted across viewport changes.
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FR-03 — Pedagogical alignment to BNCC habilidades (explicit) As a Professor(a) / Mediador Pedagógico, I should see that the game's content is based on the BNCC habilidades of Leitura, Interpretação de Texto, Coesão, Coerência e Variedades Linguísticas.

  • Trigger/input: the teacher consults the Teacher Guide.
  • Observable result: the covered habilidades are stated and mapped to the phase content.
  • Access state: public.
  • Failure/recovery: if the reference content fails to load, a retry control appears.
  • Continuation: the teacher can return to Landing or preview the phase.

FR-04 — SAEB/SAEPE descriptor focus (explicit) As a Professor(a) / Mediador Pedagógico, I should see the phase's challenges associated with the SAEB/SAEPE descritores D1 (localizar informação explícita), D3 (inferir o sentido de palavra ou expressão), D4 (inferir informação implícita) and D6 (identificar o tema de um texto).

  • Trigger/input: the teacher consults the Teacher Guide.
  • Observable result: each descriptor is listed with its meaning and where it appears in the phase.
  • Access state: public.
  • Failure/recovery: if the reference content fails to load, a retry control appears.
  • Continuation: the teacher can return to Landing or preview the phase.
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FR-05 — Specified target level (explicit) As a Professor(a) / Mediador Pedagógico, I should see the specified target level — Ensino Fundamental Anos Finais (6º ao 9º ano) — stated before content production.

  • Trigger/input: the teacher consults the Teacher Guide or Landing.
  • Observable result: the level is stated explicitly.
  • Access state: public.
  • Failure/recovery: not applicable (static reference content).
  • Continuation: the teacher can proceed to the phase structure.

FR-06 — First phase name and scenario (explicit) As a Jogador-Detetive (Estudante), I should enter the first phase, named "A Biblioteca Abandonada", with its scenario presented.

  • Trigger/input: the player enters the phase from Landing.
  • Observable result: the scenario "A Biblioteca Abandonada" loads with its interactive points.
  • Access state: public.
  • Failure/recovery: if the phase content fails to load, a retry control appears on Landing.
  • Continuation: the player explores the scene.
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FR-07 — Clues in the scenario via click/touch (explicit) As a Jogador-Detetive (Estudante), I should click/tap specific points in the scenario to find clues.

  • Trigger/input: click/tap on a hotspot.
  • Observable result: the hotspot fills hot orange, a numbered tag remains on the scene, and the clue is added to the ledger with an "ENCONTRADA" stamp.
  • Access state: public.
  • Failure/recovery: a hotspot that yields nothing shows a brief "nada aqui" state without adding a ledger row; already-searched hotspots remain marked and do not duplicate clues.
  • Continuation: the player continues searching or opens the Clue Inventory.

FR-08 — Enigma 1 with clue text, question and ABCD alternatives (explicit) As a Jogador-Detetive (Estudante), I should solve Enigma 1, focused on inference (SAEB), with the clue text, the question, and four alternatives in the SAEB ABCD format.

  • Trigger/input: the player opens Enigma 1 and selects one of the four alternatives.
  • Observable result: a correct answer slams a large ink "CORRETO" stamp; a wrong answer shows a rotated orange "REVER" tag and the option row shakes once (180ms).
  • Access state: public.
  • Failure/recovery: the player may re-select and resubmit without losing collected clues.
  • Continuation: on success, progression toward the final challenge unlocks.
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FR-09 — Final challenge opens the door (explicit) As a Jogador-Detetive (Estudante), I should answer the final challenge of the phase to open the door and pass the phase.

  • Trigger/input: the player submits the answer to the final challenge.
  • Observable result: a correct answer opens the door and routes to Phase Complete; a wrong answer keeps the door locked and shows the "REVER" tag.
  • Access state: public.
  • Failure/recovery: the player may retry; collected clues remain available.
  • Continuation: on success, the phase completes and the next phase is offered.

FR-10 — Phase completion and continuation (explicit) As a Jogador-Detetive (Estudante), I should see confirmation that the final challenge was resolved and be offered continuation to the next phase.

  • Trigger/input: the player resolves the final challenge.
  • Observable result: the completion surface confirms the resolution and offers continuation.
  • Access state: public.
  • Failure/recovery: if continuation content is unavailable, the completion confirmation remains readable and a retry control appears.
  • Continuation: the player continues to the next phase or returns to Landing.
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FR-11 — Engine and structural code example (explicit) As a Professor(a) / Mediador Pedagógico, I should have the recommended multiplatform engine (Godot Engine with GDScript) and a structural code example for the clue inventory system or the enigma answer verification, with support for clicks (PC) and touches (Android/Tablet).

  • Trigger/input: the teacher or developer consults the implementation reference.
  • Observable result: the engine recommendation and the structural code example are available.
  • Access state: public.
  • Failure/recovery: not applicable (reference content).
  • Continuation: the reference supports implementation of the phase.

FR-12 — Phase content loads before exploration (required_inference) As a Jogador-Detetive (Estudante), I should have the phase content — interactive points, clues, enigma and final challenge — loaded before exploration begins.

  • Trigger/input: the player enters the phase.
  • Observable result: the scene, hotspots, clues, enigma and final challenge are available for interaction.
  • Access state: public.
  • Failure/recovery: if loading fails, a retry control appears and the phase does not start in a broken state.
  • Continuation: the player explores the scene.
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FR-13 — Clue inventory consultation (required_inference) As a Jogador-Detetive (Estudante), I should consult the inventory of clues found during exploration, each with its tag code, all-caps label and status stamp.

  • Trigger/input: the player opens the Clue Inventory.
  • Observable result: the ruled ledger shows each collected clue as a complete row.
  • Access state: public.
  • Failure/recovery: if a clue's detail fails to open, the row remains and a retry control appears.
  • Continuation: the player returns to Exploration or proceeds to Enigma 1.

4. User Personas

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Jogador-Detetive (Estudante)

  • Product context: a student in Ensino Fundamental Anos Finais (6º ao 9º ano, 11–14 anos) who plays the game on a PC lab machine, a tablet, or an Android phone. The game is a classroom or at-home educational resource opened directly, with no account or login.
  • Primary goal: advance through the phase by exploring the scenario, collecting clues, deciphering text-based enigmas, and resolving Língua Portuguesa challenges.
  • Distinct accepted responsibilities: search the scene by click/touch to find clues; consult the clue inventory; solve Enigma 1 (inference, SAEB ABCD); answer the final challenge to open the door; continue to the next phase.
  • Relevant inputs or decisions: which hotspot to search next; which of the four ABCD alternatives to select; whether to consult the inventory before answering; whether to retry after a wrong answer.
  • Interactions with other accepted participants: none required by the source — the student's loop is self-contained; the teacher's role is pedagogical consultation, not in-loop participation.
  • Observable success: clues accumulate in the ledger with "ENCONTRADA" stamps; the enigma shows "CORRETO"; the door opens; the phase completes and the next phase is offered.
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Professor(a) / Mediador Pedagógico

  • Product context: a Língua Portuguesa professional who needs the game aligned to BNCC and SAEB/SAEPE for classroom use. The teacher opens the game directly, with no account or login.
  • Primary goal: confirm that the game's challenges and ABCD alternatives correspond to the habilidades and descritores being worked in class, and understand the phase structure before applying it.
  • Distinct accepted responsibilities: consult the specified target level; verify the BNCC habilidades covered; verify the SAEB/SAEPE descritores addressed (D1, D3, D4, D6); understand the phase structure (clues → enigma → final challenge); preview the phase.
  • Relevant inputs or decisions: which habilidade or descritor to work; whether the phase structure fits the lesson; whether to preview the phase before class.
  • Interactions with other accepted participants: the teacher's consultation is independent of the student's play loop; the teacher may preview the same phase the student plays.
  • Observable success: the Teacher Guide states the level, habilidades and descritores, and maps them to the phase content; the teacher can preview the phase and return to Landing.

5. Core User Flows

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Flow A — Student plays and completes Phase 1

  1. Starting context: the student opens the game on a PC, tablet or Android device. The Landing surface loads with the wordmark "DETETIVE GRAMATICAL", the three shield badges (D1, D3, D4), the metadata strip (fase 01 / biblioteca abandonada / 6º–9º ano), and the descriptor ticker.
  2. The student reads the entry content and taps/clicks "ABRIR O CASO".
  3. Observable result: the Exploration surface loads the scenario "A Biblioteca Abandonada" with its interactive points (shelves, fallen ladder, locked door with padlock, typewriter, dusty globe). The clue ledger is empty.
  4. The student taps/clicks a hotspot. Observable result: the hotspot fills hot orange, a numbered tag remains on the scene, and the clue is added to the ledger with an "ENCONTRADA" stamp. If the hotspot yields nothing, a brief "nada aqui" state appears and no ledger row is added.
  5. The student repeats step 4 across the scene. Already-searched hotspots remain marked and do not duplicate clues.
  6. The student opens the Clue Inventory to consult collected clues. Observable result: each clue appears as a ruled row with tag code, all-caps label and status stamp. If a clue's detail fails to open, the row remains and a retry control appears.
  7. The student opens Enigma 1. Observable result: the clue text reveals with a type-on effect, the question appears, and four alternatives (A, B, C, D) are presented in SAEB format.
  8. The student selects an alternative and submits.
    • Success: a large ink "CORRETO" stamp slams with a 4px hard shadow; progression toward the final challenge unlocks.
    • Failure/recovery: a rotated orange "REVER" tag appears and the option row shakes once (180ms). The student may re-select and resubmit without losing collected clues.
  9. The student proceeds to the Final Challenge. Observable result: the challenge prompt and the locked door state are presented.
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  1. The student submits the answer.
    • Success: the door opens and the game routes to Phase Complete.
    • Failure/recovery: the "REVER" tag appears and the door remains locked. The student may retry; collected clues remain available.
  2. Completion: the Phase Complete surface confirms the resolution, shows the phase name and the descriptors exercised, and offers continuation to the next phase.
  3. Continuation: the student continues to the next phase or returns to Landing. If continuation content is unavailable, the completion confirmation remains readable and a retry control appears.

Flow B — Teacher consults the pedagogical alignment

  1. Starting context: the teacher opens the game on a PC, tablet or Android device. The Landing surface loads.
  2. The teacher navigates to the Teacher Guide.
  3. Observable result: the guide states the specified target level (Ensino Fundamental Anos Finais, 6º–9º ano), the BNCC habilidades covered (Leitura, Interpretação de Texto, Coesão, Coerência, Variedades Linguísticas), and the SAEB/SAEPE descritores addressed (D1, D3, D4, D6) with their meanings.
  4. The teacher reads the phase structure outline (clues → enigma → final challenge) and the SAEB ABCD answer format used.
  5. Failure/recovery: if the reference content fails to load, a retry control appears; retry reloads the reference content.
  6. Continuation: the teacher may preview the phase (entering Exploration) or return to Landing.
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Flow C — Student retries a wrong answer

  1. Starting context: the student is on Enigma 1 or the Final Challenge and has submitted a wrong answer.
  2. Observable result: a rotated orange "REVER" tag appears; on Enigma 1 the option row shakes once (180ms); on the Final Challenge the door remains locked.
  3. The student may consult the Clue Inventory to re-read collected clues.
  4. The student re-selects and resubmits. Observable result: on a correct answer, the "CORRETO" stamp appears and progression continues; on another wrong answer, the "REVER" state repeats.
  5. Continuation: the student proceeds to the next step of the phase or continues retrying.

6. Visuals Colors and Theme

Muse: Aaron Draplin. Headline direction: field-notes detective work — thick badges, kraft paper and one hot orange. The register is sturdy, honest and slightly analog (case file, badge, evidence tag), not a corporate SaaS dashboard and not a kids' cartoon.

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Color tokens (light mode)

RoleHexUsage
Background (kraft/field-notes ground)#E8DFCBPage ground
Surface (lighter paper)#F6EFE1Card surfaces, with a 3px #1C1A17 border
Text (ink)#1C1A17All text
Primary (denim blue)#1F3A5FHeaders, ruled rows, progress bars
Accent (hot orange)#E2571ESingle signal colour: found-clue state, active hotspot, primary CTA — never a large fill behind body copy
Muted#8A7A5FMetadata, timestamps, disabled states
Category code — mustard#D9A521Clue tag category code
Category code — forest#2F5D46Clue tag category code

Typography

  • Headings: Alfa Slab One at 400 only, all-caps, tight leading (0.92), slight negative tracking on large sizes. Used for the game wordmark, phase titles and the big verdict words.
  • Labels/buttons/tags/eyebrows: Oswald 500/600, all-caps, 0.08em tracking.
  • Body: Oswald 400 at 17–19px with 1.6 line-height.
  • Type scale (1.333 modular): display 44px mobile / 72px tablet / 112px desktop (clamp); h1 32/44/60; h2 24/30/38; label 12/13/14 all-caps tracked; body 17/18/19; caption 13/14/15.
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Shape language

Hard 2–4px corners, no soft radii. Every panel is a ruled card: 3px solid ink border, paper fill, optional 8px offset ink shadow (no blur). Badges are circular or shield-shaped with a thick double ring. Buttons are chunky rectangles with a 3px border and a 4px hard offset shadow that compresses on press. Hotspots on the scene are stamped rings with a dashed outer circle. Progress is a segmented ruled bar, like a punch card.

Layout

Poster-like sections stacked on a strict 12-column grid with visible hairline rules between rows. The phase screen is a two-zone layout: the illustrated scene occupies the top 60% (full-bleed, croppable, hotspots overlaid); the case-file panel sits below in a 2-column split at desktop (scene left 7 cols, clue ledger right 5) and stacks to one column under 768px. The clue ledger is a ruled table of label/value rows (tag code, clue name, status stamp). Buttons sit in a fixed bottom action bar on mobile so they are always thumb-reachable and never covered by the scene.

Imagery

Thick-line vector illustration in two inks (ink #1C1A17 plus one flat fill) — the abandoned library drawn as a badge-like scene: shelves, a fallen ladder, a locked door with a padlock, a typewriter, a dusty globe. Halftone dot texture at 12% over the kraft ground for print grit. Clue items are drawn as evidence tags and Polaroids with hand-cut edges. No stock photography, no 3D renders, no gradient blobs.

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7. Signature Design Concept

Case-file hero. The first screen is a full-bleed kraft scene framed by a 3px ink border — not a centred headline. The Alfa Slab One wordmark "DETETIVE GRAMATICAL" is set oversized (clamp 44px to 112px) and stacked in two lines flush-left, the second line in denim blue #1F3A5F, bleeding slightly past the left margin. Below it, three circular shield badges (D1, D3, D4) overlap the scene's bottom edge like stamps. A single hot-orange button "ABRIR O CASO" sits bottom-left on the ink rule, with a ruled metadata strip (fase 01 / biblioteca abandonada / 6º–9º ano) running flush-right in Oswald caps. The dominant element is the type, not a product shot.

Signature moves carried through the product:

  • Evidence ledger: every clue found is added as a ruled table row with a tag code, all-caps label and a rotated orange "ENCONTRADA" stamp that lands with a hard 200ms scale-in.
  • Scene hotspots drawn as dashed stamp rings that fill hot orange on discovery and permanently leave a small numbered tag on the scene, so the player can see what they have already searched.
  • Top descriptor ticker: a slow marquee of SAEB descriptor codes and short phrases in Oswald caps on a denim band; under prefers-reduced-motion it wraps into two static ruled rows.
  • Answer feedback as a stamped verdict: correct answers slam a large ink "CORRETO" stamp with a 4px hard shadow; wrong answers get a rotated orange "REVER" tag and the option row shakes once, 180ms.

8. Interaction Model & Motion Direction

Interaction Model: Static (direction) Motion Tempo: restrained Hero Dimensionality: flat

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Landing Hero Motion Brief

  • Focal subject: the full-bleed kraft scene of the abandoned library (shelves, fallen ladder, locked door with padlock, typewriter, dusty globe), framed by a 3px ink border, with the oversized two-line wordmark "DETETIVE GRAMATICAL" as the dominant element.
  • Input → transformation → outcome thesis: the player's click/tap on "ABRIR O CASO" transforms the entry into the playable phase — the scene's hotspots activate and the case-file panel opens — producing the observable outcome that the investigation begins.
  • Motion vocabulary: sturdy and mechanical — 160–220ms ease-out transitions, stamp effects (scale 1.08 to 1.0 with a hard stop), a type-on reveal for clue text, and a single slow marquee ticker of SAEB descriptors across the top of the case-file panel. No bounces, no floating, no particle fields.
  • Composed first frame: the kraft scene fills the viewport inside a 3px ink border; the wordmark stacks flush-left in two lines, the second line in denim blue bleeding past the left margin; three shield badges (D1, D3, D4) overlap the scene's bottom edge; the hot-orange "ABRIR O CASO" button sits bottom-left on the ink rule; the ruled metadata strip runs flush-right.
  • Reduced-motion state: prefers-reduced-motion replaces the ticker with a wrapped static row and the stamp with an instant state swap; the scene and wordmark remain fully readable and the CTA remains usable.
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9. Non-Functional Requirements

NFR-01 — Multiplatform responsiveness (explicit) The game must run on PC, tablet and Android with a responsive layout and equivalent click/touch controls. Readable text and controls stay whole at every viewport: headlines, wordmarks, labels, numbers, cards' text and controls stay entirely inside the viewport and their container at 375px, 768px and 1280px, wrapping or scaling (for example font-size: clamp(...) with its mobile size) to fit, and no other element covers any part of them. Imagery, decoration and motion may be cropped, bled off an edge, rotated, overlapped or cut as the creative direction asks, as long as they cover no readable text or control. Moving and scrollable content (marquees, tickers, carousels, horizontally scrollable rows) may cross the viewport or container edge by design; every item must become fully readable as it passes. With prefers-reduced-motion, provide a usable static arrangement: wrap items into rows or allow horizontal scrolling so each item can be brought fully into view.

NFR-02 — Pedagogical alignment (explicit) Content must follow the BNCC habilidades of Leitura, Interpretação de Texto, Coesão, Coerência e Variedades Linguísticas, and focus on the SAEB/SAEPE descritores D1, D3, D4 and D6.

NFR-03 — SAEB ABCD answer format (explicit) Enigma alternatives must follow the SAEB ABCD standard.

NFR-04 — Specified target level (explicit) The target level must be chosen and specified between Ensino Fundamental Anos Finais and Ensino Médio. For this generation it is Ensino Fundamental Anos Finais (6º ao 9º ano).

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NFR-05 — Implementation-ready documentation (explicit) The delivered structure must be detailed, organized by topics, and ready for implementation.

NFR-06 — Engine and structural code example (explicit) The recommended multiplatform engine is Godot Engine with GDScript, with a structural code example for the clue inventory system or the enigma answer verification, supporting clicks (PC) and touches (Android/Tablet).

NFR-07 — Accessible motion (required_inference) Motion must respect prefers-reduced-motion: the descriptor ticker wraps into static rows and stamp effects become instant state swaps, so the game remains usable for motion-sensitive players.

10. Tech Stack

  • Engine: Godot Engine with GDScript (explicit — source-specified). Chosen for multiplatform export to PC, tablet and Android with a single codebase and native click/touch input handling.
  • Input: Godot's input handling for mouse click (PC) and touch (Android/Tablet), with equivalent interaction on both.
  • Structural code example: GDScript for the clue inventory system and/or the enigma answer verification, as required by FR-11 and NFR-06.
  • Layout: responsive UI scaling within the engine, honoring the viewport requirements in NFR-01.
  • Typography: Alfa Slab One (headings) and Oswald (labels and body), as specified in the creative direction.
  • Storage: local, on-device persistence of phase progress and collected clues is sufficient for the current scope; no server-side storage is accepted by the source.

11. Assumptions and Constraints

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Assumptions

  • A-01 (required_inference) — The target level is fixed as Ensino Fundamental Anos Finais (6º ao 9º ano, 11–14 anos) for this generation, satisfying the requirement to choose and specify the level before content production.
  • A-02 (required_inference) — The first phase is "A Biblioteca Abandonada", as given in the source example, and is treated as the concrete first phase to implement.
  • A-03 (required_inference) — All current surfaces are public (no identity required), consistent with the accepted planning contract; the game is opened directly by students and teachers.
  • A-04 (required_inference) — Phase progress and collected clues are held locally on the device for the current scope; no account or cloud sync is accepted by the source.
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Constraints

  • C-01 (explicit) — The game must run on PC, Tablet and Android, with responsive layout and click/touch controls.
  • C-02 (explicit) — Pedagogical alignment must follow the BNCC habilidades of Leitura, Interpretação de Texto, Coesão, Coerência e Variedades Linguísticas.
  • C-03 (explicit) — Content must focus on the SAEB/SAEPE descritores D1, D3, D4 and D6.
  • C-04 (explicit) — The target level must be chosen and specified between Ensino Fundamental Anos Finais and Ensino Médio.
  • C-05 (explicit) — Enigma alternatives must follow the SAEB ABCD standard.
  • C-06 (explicit) — The delivered structure must be detailed, organized by topics, and ready for implementation.
  • C-07 (explicit) — The recommended engine is Godot Engine with GDScript, with a structural code example for the clue inventory or enigma answer verification supporting click and touch.

Future horizon (not part of current acceptance)

  • Additional phases beyond Phase 1.
  • Expansion of the pedagogical content library beyond the first phase.

12. Glossary

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  • Detetive Gramatical / Explorador de Textos — the player role assumed by the student in the game.
  • Escape Room / Passar de Fase — the game style: the player must find clues, solve enigmas and complete challenges to advance.
  • Fase — a phase of the game; the current first phase is "A Biblioteca Abandonada".
  • Pista — a clue found in the scenario by click/touch.
  • Ponto interativo (hotspot) — a clickable/tappable point in the scenario that may yield a clue.
  • Enigma — a text-based puzzle; Enigma 1 focuses on inference (SAEB).
  • Desafio Final — the conclusive challenge of the phase; a correct answer opens the door and completes the phase.
  • Padrão ABCD do SAEB — the four-alternative answer format (A, B, C, D) used in SAEB-style questions.
  • BNCC — Base Nacional Comum Curricular; source of the habilidades covered (Leitura, Interpretação de Texto, Coesão, Coerência, Variedades Linguísticas).
  • SAEB / SAEPE — assessment systems whose descritores guide the challenges.
  • D1 — Localizar informação explícita.
  • D3 — Inferir o sentido de uma palavra ou expressão.
  • D4 — Inferir uma informação implícita.
  • D6 — Identificar o tema de um texto.
  • Ensino Fundamental Anos Finais — the specified target level (6º ao 9º ano, 11–14 anos).
  • GDScript — the scripting language of Godot Engine, used for the structural code example.
  • Ledger / Inventário de Pistas — the ruled table of collected clues with tag code, label and status stamp.
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No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: View entry content
Landing: Open the case
Exploration: Load scenario
Exploration: 1. Search hotspot
Exploration: 2. Find nothing, retry
Clue Inventory: View clue ledger
Enigma 1: 1. Read clue text
Enigma 1: 2. Submit wrong answer
Enigma 1: Submit correct answer
Final Challenge: 1. View challenge prompt
Final Challenge: 2. Submit wrong answer
Final Challenge: Submit correct answer
Phase Complete: View completion confirmation
Phase Complete: Continue next phase
Landing: Return to landing

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: View entry content
Landing: Open the case
Exploration: Load scenario
Exploration: 1. Search hotspot
Exploration: 2. Find nothing, retry
Clue Inventory: View clue ledger
Enigma 1: 1. Read clue text
Enigma 1: 2. Submit wrong answer
Enigma 1: Submit correct answer
Final Challenge: 1. View challenge prompt
Final Challenge: 2. Submit wrong answer
Final Challenge: Submit correct answer
Phase Complete: View completion confirmation
Phase Complete: Continue next phase
Landing: Return to landing