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:
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.
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:
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
| Role | Hex | Usage |
|---|---|---|
| Background (kraft/field-notes ground) | #E8DFCB | Page ground |
| Surface (lighter paper) | #F6EFE1 | Card surfaces, with a 3px #1C1A17 border |
| Text (ink) | #1C1A17 | All text |
| Primary (denim blue) | #1F3A5F | Headers, ruled rows, progress bars |
| Accent (hot orange) | #E2571E | Single signal colour: found-clue state, active hotspot, primary CTA — never a large fill behind body copy |
| Muted | #8A7A5F | Metadata, timestamps, disabled states |
| Category code — mustard | #D9A521 | Clue tag category code |
| Category code — forest | #2F5D46 | Clue tag category code |
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.
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.
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.
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:
prefers-reduced-motion it wraps into two static ruled rows.Interaction Model: Static (direction) Motion Tempo: restrained Hero Dimensionality: flat
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.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).
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.
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