- Every order here is causal, not conventional — you cannot clear a table before the meal because there is nothing on it yet
- Each story carries a written reason and the verifier refuses to let it be empty — an order nobody can justify is one a child has to guess
- On success the card shows the REASON, never the word “correct” — a child who reads the reason gets something transferable; one who reads “correct” learns they guessed well
- Tap-to-place rather than drag: a four-year-old's finger covers the very picture they are moving, and a drag that ends just outside a slot silently does nothing
- Built entirely from paintings already on disk — the 32 chore vignettes and 37 verb cut-outs — with no new art commissioned
- The verifier checks every painting is really on disk — a sequence game with a missing frame is three broken images and a question
- Play-tested at 390px: all three placed, the check shows the real reason, the word “correct” never appears, no 404s, no console errors
- Four-frame stories, for a child who finds three easyplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
