Start with the satisfying part

GridD is about reading negative space, committing a shape, and watching a full line disappear. The first browser edition isolates that loop: three pieces, three nearly complete rows, one clean finish.

It is deliberately small. You can understand the board in seconds, solve it with touch, mouse, or keyboard, and restart immediately if one placement strands the tray.

Keep the deeper game honest

The mobile edition is being built for longer runs: changing trays, combo scoring, ranks, daily challenges, achievements, themes, and power-ups. None of that is implied by the browser board.

The game page now says exactly what is available on each platform. Web visitors get a complete two-minute challenge today; Android and iOS remain in development.

Load play only when it is wanted

The board does not download behind the page. Pixit reserves its space, waits for a Play action, and then loads the challenge inside an isolated frame. If the game fails, the rules, support links, and rest of the page still work.

That separation lets the puzzle and its discovery page evolve independently. This first edition adds roughly 4.7 KB compressed across its HTML, CSS, and JavaScript, so the experiment does not ask every search visitor to pay a game download cost.

An unfinished board is kept only in that browser. There is no account, leaderboard, advertising, purchase prompt, or active analytics.

What comes next

First, watch whether people choose Play and finish the board. Then test a more varied GridD challenge only if the simple loop earns another round. The goal is not to imitate a large portal overnight; it is to make each new puzzle deserve its place on the shelf.