Small games do not need many systems. They need a few systems that reinforce one another.
Start with one meaningful choice
The prototype began with a single decision: spend energy exploring, or save it for the trip home. That tension was enough to make every movement matter.
I kept the loop deliberately short—explore, collect, return, improve—then tested whether each pass changed the next one in a visible way.
Make feedback do real work
Animation, sound, and interface cues should explain the state of the game before they decorate it. A small pulse when energy drops and a clear change in the return path made the rules easier to feel.
The result is still tiny, but it has momentum. That is the point where a prototype starts feeling like a game.