- A real go / no-go task — the way inhibition is actually measured
- Four stars in five are go trials, so the hand builds a habit — there has to be one before there is anything to stop
- Ratio and spacing checked before it ships: 10–30% red, never two in a row, never before the fourth (npm run verify:nored)
- The comet has a tail and no points, so a colour-blind child can play
- Space or Enter works instead of tapping
- EQ: a slip prints “the hand is faster than the mind — that happens to everybody”, nothing is deducted, and three slips offers the slow speed
- A two-player mode — who can hold back betterplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
