• 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.

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