The initial level(s) of the game - referred to here as the Prelude of the game - need a clear and intentional design.
[ ] What will we introduce in the Prelude? The rooting mechanic, clearly... but what about the pappus? Here or later in the game? What environmental mechanics will appear in these initial levels? What kinds of wind? What about water? (see #72)
[ ] How will we introduce these elements? One at a time? In combination? And, even more importantly, in what order?
[ ] How many levels should make up the Prelude? Can we introduce what we need in one level? Or do we want to stretch the exposition of the game over multiple levels, introducing just one or two elements at a time?
[ ] How long will each level be? And, how challenging? Related to the first point.
[ ] Will all Prelude levels be available at the start? Or does completion of a level unlock the next?
[ ] Ideally we should have sketches and/or mockups before implementation.
The initial level(s) of the game - referred to here as the Prelude of the game - need a clear and intentional design.