Four tones do the talking
Every screen starts with dark, mid, light, and air; no extra shades sneak in.
A tiny canvas forces better decisions.
Every screen starts with dark, mid, light, and air; no extra shades sneak in.
An 8 by 8 grid turns messy features into repeatable rooms and readable paths.
Soft ghost trails make fast actions feel remembered, not blurred or overdrawn.
One verb, one score, one route; the player always knows the next move.