• Not tap-two-and-they-vanish, which is a memory game with laundry on it — nothing disappears, only positions change
  • Because nothing vanishes, the child has to hold a plan: that one belongs over there, so this one moves first — which is what sorting a real basket asks
  • Pairs are told apart by PATTERN, not colour alone, so a colour-blind child can win — and the verifier refuses a set where two kinds share both
  • The fewest-swaps figure is computed from the board — permutation cycles over every target arrangement — not a number somebody guessed
  • Every level checked before any UI (npm run verify:socks): it must not start solved, must need at least two swaps, and must always have a swap that gets closer
  • The sound reports whether that swap FINISHED a pair — the only feedback a four-year-old needs and the only one they notice
  • Play-tested at 390px: level one solved in 3 swaps against a computed minimum of 3 · 68px tap targets · no console errors
  • Kidsquare's painted socks — the SVG has a heel, a toe, a ribbed cuff and a peg, but it is a stand-in and not the finished artplanned
  • A drag mode alongside tap-tapplanned

✓ = done · ☐ = planned. Every game is built one step at a time like this.

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