- Personal finance, taught nowhere else in the line-up — the design review's second pick (Game_Concepts.md §2 G2)
- The split is committed on day one, before the concert is proposed. A budget made after the month is a receipt
- Must-pays are not a choice and wants are. A month made only of choices would teach that everything is one
- When the fun envelope empties the rest comes out of savings, shown rather than blocked — that is the lesson that lands
- Every month searched exhaustively before any UI existed — every ฿50 split × every subset of the wants
- Three rules the verifier enforces: the month must be winnable, saying yes to everything must NOT win, and it must be winnable with fun still in it
- The check caught months 2 and 3 as unwinnable by any plan — the unavoidable costs exceeded the money. Both were rebalanced
- Money is never a moral score: the decline button says “not this month”, not “no”, and a short month ends in a rebuild rather than a game over
- EQ fallback: two short months and Ping drops the act — other people's new things come out of their envelope, and you never see their envelope
- Play-tested on a 430px phone: saving ฿1,300 and accepting two wants ends at ฿1,130 against a ฿1,100 goal, and reports the ฿170 taken back out
- Painted market-square and study-loft plates — the Teen tier still has no interiors of its ownplanned
- An end-of-month bar chart of where the money actually went — the data strand §2 G2 asks forplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
