Drop Whirl: Gravity Lines Playable Draw Drop Retry Foundation Sprint 01
Drop Whirl: Gravity Lines completed its first playable draw-drop-retry foundation sprint with traceable Skyloom records, structured starter content, and deterministic Unity runtime code.
Drop Whirl: Gravity Lines completed its first playable draw-drop-retry foundation sprint.
The sprint turned the ground-up redesign package into traceable production material: Skyloom Workshop starter chambers, one-finger Gravity Line drawing, Drop simulation lock, optional Sparks, goal settle, readable failure causes, Retry with lines, Edit Lines, Clear Lines, Hint, and safe commercial boundaries.
The VeritySpec records now cover touch-drag Gravity Lines, line validation and ink, Drop state transitions, readable marble and goal settle, safe failure recovery, Sparks as earned soft currency, campaign-valid accessibility assists, localization readiness, and the rule that failure recovery begins with gameplay choices rather than monetization.
Structured content now has stable IDs, localization keys, source references, unlock paths, economy posture, and QA expectations for Skyloom Workshop, five starter chambers, the Gravity Line, Drop, Ink Meter, Sparks, Goal Singularity, no-draw zone, retry action, hint item, failure copy, and accessibility assists.
On the Unity side, the deterministic runtime model represents chamber definitions, stroke validation, ink cost, simplified Gravity Lines, Drop locking, Spark collection, goal settle, failure reasons, retry choices, commercial-surface gating, accessibility mode validity, assisted attempt marking, and leaderboard validity.
This is still before full scene implementation. The next Drop Whirl step is to build the first portrait Unity greybox scene for Skyloom Workshop Level 1, add EditMode coverage around the runtime model, and use headless Unity plus the available Android device path once the live draw/drop loop has meaningful input and simulation feedback.
Related game: Drop Whirl: Gravity Lines