
Casual
Blind Lines
Draw shapes you cannot see until you lift your finger
The original prompt.
Copy it. Add your own twist.
Read the complete original prompt
Build "Blind Lines" — a polished mobile-first portrait web app for the Eazo community.
CONCEPT
A drawing challenge where your ink is INVISIBLE while your finger moves. A prompt asks for a simple shape (circle, house, cat face, lightning bolt); you draw blind on black glass, trusting your hand. The moment you lift your finger, ultraviolet light floods the canvas and your actual drawing is revealed next to the target — usually hilariously wrong.
RULES & STATES
- Open with a 1.5-second teaser of a finished glowing reveal melting into the empty black glass.
- 10 target shapes embedded as ideal paths; score by shape similarity (resampled path distance), not artistic merit.
- Three rounds per run with increasing complexity; each reveal is a UV flood-light animation with a satisfying hum of particles.
- Result card: your three blind drawings beside their targets with scores and a blind-artist rank (Sleepwalker to Bat Whisperer).
OPENING
No cover page: open with a roughly 1.5-second finished-result teaser that melts into the empty play state, then the player begins. The title stays as a small chip; one gesture hint dissolves on first touch. Keep gentle ambient motion afterwards.
GLOBAL REQUIREMENTS
- Language: ship a lightweight built-in i18n layer with exactly two locales, English (en) and Chinese (zh). The app ALWAYS opens in English — never auto-detect or follow the system/browser language. Provide one small, comfortably tappable EN / 中文 toggle placed top-right, about 56px down from the top edge, clear of the device status bar. Chinese appears only after the user actively switches. All share output stays English regardless of locale. Never mix two languages on one screen.
- Fully self-contained: absolutely no external APIs of any kind — no AI calls, no third-party data, media or font services, no remote backend, no login. Embed all data and content in the app code.
- Real Share to the Eazo Community: on the result screen add a real Share button. Compose the result card as an image on a canvas and share it through the Eazo SDK community share (share.compose with the image attachment plus a short English text). Read the resolved { accepted } value: only when accepted is true may the button say "Sent to Eazo"; when accepted is false the button must read "Open in the Eazo app to share"; on error keep the original button. Never claim the post was shared on the plain web. Keep a Replay button next to Share.
- Mobile-first portrait, touch-only, no hover dependence. The app root must follow the host container height (position: fixed; inset: 0; height: 100%) — never 100dvh or 100svh. Size any canvas from its PARENT element using a ResizeObserver (run the fit once on mount), and convert every touch event through getBoundingClientRect() read at event time — never cache the rect and never use window.innerWidth/innerHeight for canvas sizing.
- Safe areas: keep all top UI at least 56px from the top edge. Keep every core interactive control (start button, submit, share, play controls) fully above the bottom 88px of the viewport — the Eazo mobile app overlays a native toolbar there that your code cannot detect.
- No background music and no autoplay audio.
- Complete real states: loading, empty, success, error where relevant. Every control must actually work — no alerts, console-log placeholders or fake results.
- Visual bar: rich, generous visual feedback on every touch (motion, particles, deformation, color, light) while keeping exactly ONE core rule understood within 3 seconds. Canvas 2D preferred for effects; do not use the canvas roundRect API (older iOS Safari lacks it). Never hardcode light text colors onto possibly-light backgrounds — derive text color from the theme.Keep exploring.

Bakery Pin
Tap the left and right flippers to keep the ball alive and light targets in sequence, unfolding the bakery table upward zone by zone.