The central idea
Each row would ask for a different arrangement. The player would need to use an empty square as temporary space, planning the next exchange before moving a piece.
A small game works best when its first choice makes sense without a long explanation. This concept begins with a single interaction and a visible consequence. Additional rules would only belong if they make that interaction more interesting.
What needs to feel right
The design needs a fair way to explain a blocked move. A gentle highlight and a short reason should help more than a sudden failure message.
Before an idea becomes playable, it needs comfortable pointer and keyboard controls, a useful pause state and a clear result. The artwork on this page establishes the mood, while those interaction questions remain part of development.
What you can do today
Read the playbook for three finished games with simple controls. Glimmer Run offers the quickest change of pace.
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