- Idea: a memory game should teach a WAY to remember, not just measure how much you can
- Name the technique — draw it as ONE line — and teach it before the first puzzle
- Draw the line for real, both while the gems flash and as the child taps — a visible lesson beats a tip nobody reads
- Bulk-verify the generator over 5,200 routes: never the same niche twice in a run — a repeat makes a child wrong in a way nobody can explain
- Adapt: up a gem after two clean runs, down a gem after one miss, never below two
- A miss never buzzes: the right line is replayed slowly, and the gems already collected stay in the chest
- Pull <Gem> out as a reusable component — six colours, three cuts — so a gem is the same object everywhere
- Paint the real treasure-cave plate in place of the violet gradient, and paint the gems in watercolour in place of the SVGplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
