Think Lab — Per-Game Experience Checklist

Run down this list for every game. A game isn't "done" until all of it is true and browser-walked.

Full rules: THINK_LAB_BUILD_STANDARD.md · References: Color Mixing (pedagogy) · Fold & Predict (slim header · single viewport · pinned sliding drawer · Try-again CTA)

A Look & feel — own the LLOS gold

B Mobile-first single screen

C Understand it — explain to a 9-year-old

A game the child can't grasp in one read is a failed game.

D Hints & teaching — for ages 9–12

E Reveal — always let them see the answer

F Celebration, sound & joy

G It actually works — verify, don't assume

H Expressive shapes (when used)

I Process & proof

Known failure modes — every one must be FALSE before "done"

These are the bugs that cost 4× in rework. Check each, every game.

Build on the SHELL — stop retrofitting

Fixing takes 4× creation because we bolt the experience on afterwards. The fix is structural:

Definition of done: A → I all true, every failure mode FALSE, built on the shell, browser-walked — and a stuck 9-year-old can start, understand, see the result settle, get a teaching hint, reveal the answer, and feel celebrated — on the gold theme, one screen, mobile and desktop.