- The youngest thing on the site: landing one finger on a moving target IS the whole task
- The frog never misses and nothing is timed — a tongue that missed would turn a first success into a failure a child this age cannot diagnose
- The difficulty lives in the ROUND, not the tap — all of them, only that colour, only the small ones: holding a rule while your hand is busy
- A wrong tap is answered rather than ignored — the frog looks and turns away, because a tap that did nothing reads to a three-year-old as a broken screen
- The layouts are written down rather than randomised — a random board can stack two insects, which at this age reads as one
- Every round verified before any UI (npm run verify:frog): something to catch, something to leave alone, and no pair that will drift into each other
- The check caught two pairs that would have overlapped in flight (d2/d4, f1/f5) — it measures the gap against how far each one drifts, not just where it starts
- Play-tested at 390px: the round clears, the next button appears, no console errors, no overflow — 46px minimum tap target
- Kidsquare's painted frog and painted insects — the SVG on screen now is a stand-in, not the finished artplanned
- Add the count and superlative rules (three of them, the biggest one) — the engine already supports the shapeplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
