Guiding principle
A small game should do only a few things, communicate them clearly, and make at least one of them feel excellent.
Content volume must never hide a weak core. The first minute must contain a satisfying decision or action before levels, narrative, progression, or collectibles are added.
Every game declares
- One primary emotion.
- One supporting emotion.
- One emotional dynamic it deliberately avoids.
- One to four meaningful verbs.
- A complete loop lasting roughly 30 seconds to 3 minutes.
Output contract
game-name/ ├── index.html ├── style.css ├── game.js ├── genome.json └── README.md
No framework, engine, build tool, backend, login, or remote database is required for this production line.
Difference gate
A new concept must differ from recent games through at least three dimensions: primary verb, primary emotion, decision structure, spatial topology, input rhythm, session structure, visual language, or feedback style.
Changing colors or characters without changing the experience does not create a new game.
Ethical boundary
The Play Lab optimizes for the desire to return, not compulsion. A player should come back because there is something meaningful to learn, discover, create, or share—not because they fear losing something artificial.
Validation contract
- Load without runtime errors.
- Explain the goal and controls.
- Respond to the primary action.
- Reach a complete outcome.
- Restart immediately.
- Expose a short
?test=1validation path. - Receive human play and record the resulting lesson.
Definition of done
A prototype is complete when it can be played without its creator, communicates its rules, contains a short complete arc, has clear feedback and closure, restarts immediately, passes validation, has been played by another person, and records what the next game should learn.