This is sample content created to test a Sanity integration. Game design starts on paper, long before anyone touches a keyboard.
Start with one verb
Jump. Throw. Stack. A single verb gives the whole design a spine, and every level becomes a new question about that one action.
If the first 10 seconds are not fun, more levels will not fix it.
Playtest early and often
Campers trade controllers every afternoon. Watching someone else fail at your level teaches more than any checklist.


