# Phase 6 — Localization Finalize + Icon + Juice + Store Assets (Design) **Date:** 2026-06-13 **Status:** Approved (owner approved design 2026-06-13) ## Context Phases 0–5 are complete (gameplay, seasons, endless, commercial polish, remote content, Firebase analytics, AdMob + IAP). Phase 6 is the pre-release polish round. The master plan assumed AI-generated background/tilesheet **images**, but Phase 3.5 implemented all in-game visuals **procedurally** (CustomPainter glossy tiles, painted season backgrounds). So image assets are NOT needed for gameplay; the only image deliverables are the **app icon** and **store graphics**, both of which are produced as vectors in the game's existing visual language — no external AI image generation required. Owner is a non-developer; Claude produces all code and all vector art. ## Visual identity (established, reused here) - Deep navy background gradient `#101736 → #192555 → #2C3168` (season-1 palette). - Glossy rounded blocks in four brand colors: pink `#FF7EB3`, yellow `#FFD166`, cyan `#6FCDF5`, green `#7EDB9C` (each rendered light→base→dark vertical gradient + a soft white highlight ellipse near the top — same look as the in-game `paintGlossyTile`). ## Workstreams ### 1. App icon (DECIDED: "Clean 2×2 block mark") - Composition: rounded-square, deep-navy background, a centered 2×2 grid of the four glossy brand-color blocks (pink top-left, yellow top-right, cyan bottom-left, green bottom-right). No cherry-blossom accent (icon must be a permanent, season-independent brand asset). Mirrors the existing in-app `_logoMark`. - Blocks kept within the central safe zone so Android's circular/rounded mask never clips them. - Deliverables: - A master **SVG** committed to the repo (source of truth). - A **1024×1024 PNG**, opaque (no alpha) for the iOS App Store. - **Android adaptive icon**: foreground = the 2×2 blocks (transparent surround), background = the navy gradient (flat or gradient drawable). - All platform sizes generated via the `flutter_launcher_icons` package (config in `pubspec.yaml` / `flutter_launcher_icons.yaml`), replacing the default Flutter icon on both platforms. - Tooling: rasterize SVG→PNG with a deterministic, scriptable converter (`rsvg-convert`, or a tiny Dart/`image` script, or `flutter_svg` render). The conversion command is checked in so the icon can be regenerated. ### 2. Localization finalize (EN + KO) - Audit every user-facing screen for hardcoded (non-l10n) strings; move any to ARB. Screens to sweep: splash, season title, home, season map, game (HUD + result overlays), settings, tutorial, snackbars. - Verify EN copy is store-quality and KO copy reads natively (no machine-y phrasing). - **KO integrity pass:** run the app under the `ko` locale on the simulator and confirm no text overflow/truncation/clipping on any screen (Korean strings are often longer/shorter than English — buttons, chips, result cards, settings rows). Fix overflows (wrap, ellipsis, sizing) where found. - Add any new keys introduced by workstream 3 (sound/haptics toggle labels). ### 3. Juice / polish pass (light, on top of Phase 3.5; BGM stays on hold) - **Sound on/off setting** (real gap — commercial games need it): a single toggle in Settings that enables/disables SFX, persisted in `SaveRepository` (additive flag, saveVersion stays 1) and applied through `AudioService`. The same flag also gates gameplay haptics (no separate haptics toggle — one "Sound & vibration" control keeps Settings simple). - **Settings screen theming:** the just-added Settings screen is a plain `ListView`; give it the game's look (transparent scaffold over `SeasonBackground`, themed text/cards) so it matches the rest of the app. - **Button press feedback:** subtle scale-on-press for the primary buttons (home Adventure/Classic, map nodes) for a more tactile "game" feel. - **Screen transitions:** a gentle shared fade(-through) transition for home → map → game navigation instead of the default platform slide. ### 4. Store assets - **Feature graphic (Play, 1024×500):** navy + glossy blocks + "Block Seasons" wordmark + a short tagline, in the icon's visual language. Produced as vector → PNG and committed under `docs/store/`. - **Screenshots:** captured from the running app on the simulator — home, season map, gameplay (mid-combo), stage win (stars), endless game-over — in **both EN and KO**. Stored under `docs/store/screenshots//`. - Exact per-store framing/sizes (iOS 6.7"/6.5", Play phone) are finalized at submission time in **Phase 7**; Phase 6 captures the raw, clean source shots. ## Out of scope (explicit) - BGM / music (on hold by prior decision). - AI-generated raster backgrounds/tilesheets (visuals are procedural). - Real AdMob unit IDs and store IAP product creation (owner prerequisites, tracked for the Phase 5 finalize step between Phase 6 and Phase 7). - Final per-store screenshot framing (Phase 7). ## Success criteria - Real app icon shows on both iOS and Android (no default Flutter icon). - KO full play-through has zero text overflow/clipping; no hardcoded strings. - Sound toggle works and persists across relaunch. - Feature graphic + EN/KO screenshot set committed under `docs/store/`. - `flutter analyze` clean; full test suite green (≥169, plus any new tests for the sound-setting persistence).