Games
How a title earns a tile
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Gate 1 — first-touch spark
Within seconds it should load, show what to do without walls of text, and let you make a meaningful move. If we’re still guessing, it’s gone.
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Gate 2 — everyday gear trial
We try it on a school Chromebook, a mid-range Android, and an older tablet. Fonts must read cleanly, inputs feel stable, and progress shouldn’t hide behind surprise paywalls.
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Gate 3 — ten-minute loop
We measure rhythm, learning curve, and the “one more try” pull. Winners get tags for session size, input style, and comfort band (younger/teen/all) so you can pick fast. Go to the library
Circuits of play
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Blink-and-move
Tight windows, quick reads, and instant restarts. Dash, weave, hop; feedback stays clear even when the screen is busy.
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Pattern knit
Routes, rules, and little “aha” clicks. Undo is generous, hints are gentle, and success comes from reasoning, not guessing.
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Tend & tinker
Grow towns, guide crews, shape habitats. Pace is steady, choices matter, and UI stays calm for younger hands.