One core blooms into six icon tiles, each opening three sub-actions with their own icons. Edge-to-edge honeycomb with a 3D origami unfold, a header theme bar, and thirteen swappable themes.
An expanding hexagonal navigation prototype: the earlier exploration of growing a menu outward from a single tile.
A game menu built from extruded prisms in a smooth perspective field. Six categories each open three selectable sub-actions with their own icons, while selection, hierarchy, and theme each change physical depth.
A low-density spatial menu mapped onto a geodesic shell. Drag with inertia, zoom, or select one of six lit nodes to rotate it into focus.
Choice surface A: icon-first tiles in one row. Hover or focus grows a tile sideways to reveal full text and signal labels; click commits.
Choice surface B: a stable grid of narrative cards. Hover or focus slides a signal drawer up inside the card — peek-then-commit on touch.
Choice surface C: choices fuse into the prompt chrome as expandable chips. Micro signal dots on the chip; expand to read. Maximum prose real estate.
Choice surface D: luminous emblems with circular sigils, labeled signals, and a prismatic spinning edge with sparkle particles on hover.
Choice surface E: every node on a shallow semicircle is an actual choice. Hover/focus previews one shared detail card; click commits.
Choice surface F: overlapping future cards fan across the dock. Hover lifts one; branch thumbnails load progressively.
Choice surface G: stable 2×2 image-card grid with progressive thumbnails — ready, pending, and unavailable states while text stays complete.
Choice surface H: one full card on the surface; named icon tabs keep every alternative exposed. Bring forward, then confirm.
Choice surface I: JRPG blue command window with bouncing cursor hand and shared inspector — fastest keyboard flow of the set.
Card modes lab: scene-action verbs (deckbuilder, combo, oracle, market, zone) plus event rolls and wildcards (tarot, table cast, three fates, duel, surge).
The full StoryBlocks choice-surface lab (Vite/React): surfaces A–I and card modes 1–0 inside player chrome with swappable themes. Source: apps/storyblocks/storyblocks-concepts.
The Hexsweeper 3D dock + bloom menu, every serious iteration kept runnable: the live six-tile dock, the center flower trial, and archived dead ends exactly as they ran.
A functional Hexsweeper flower whose seven controls are each built from five colored depth slices. The layers separate and drift under the pointer while the menu geometry stays stable.