Lionel: "the AI practice plan functionality is a bit hard to understand. I think it has something to do with the GUI. I think we need a more video game esque style where everything is kind of forced to you, and you don't have to click around too much to understand what's going on."
The screen that shipped on 2026-09-18 is a dashboard. It is correct, and it asks the player to read it: a banner, a strip of sixty cells, today's cards with two buttons each, a table of thirteen milestones and a log, all at once, every visit. The builder before it is a form.


Try them. Each face below is live: press the buttons in the frame, or drive it from the side (pass, miss, too hard, finish the day, three days in one sitting, a day with no practice, a milestone early). Enter works when a frame has focus. 🖥 / 📱 switches the frame.
What is real: the four plans are plan-core.buildTimetable over the Learning Plan Lab's snapshot (a Twinkle player, level 3, 60 days), and every event runs plan-core itself: recordRun, dayComplete, standing, struggle (the split), moveCheck, passAhead. What is faked: the run (a bar and a chosen accuracy), the placement (always level 3), the coach's words (the game's own defaultWords stand in for Gemini's), and the results screen's score in E. Nothing here touches the game or the network.
The plan is a road drawn on the ground: sixty stops, a flag at every milestone, the castle at the end. One stop glows, your pianist stands on it, and the only button is the next exercise. The camera follows you; the road you have walked turns green behind you.
Choose a destination from four. Play the placement ("the road starts where you stop"), and the road draws itself from your level to the castle on Day 56. You are standing on Day 1 with one button: ▶ Play: Listen to Ode to Joy.
The callout under your stop names one exercise. When it ends, the result appears in the same callout with ▶ Next. The day's exercises are pips in the callout; you never choose among them. Finish the day and the stop bursts, the road ahead lights, the camera pans to the next stop.
The milestone table (the flags say where they are; hover one for its name), the notes, and the choice of order. All three are in 📖. The buffer after the castle is the dashed tail of the road.
M. An SVG road, a camera and the callout. The day panel's logic, the results strip, the launchers and the surgery are reused unchanged; the road is a new face on the same plan object.
The day is dealt one card at a time. A card is one exercise, large: what, why, how much, and one button. When it ends, the card turns over to show the result and the next card slides in. There is no plan screen; the whole plan is a page behind a small 🗺.
Three full-screen questions: what do you want to play; show me where you are (the placement); Frau Adler's one-paragraph offer. Then the first card, Listen to Ode to Joy, with ▶ Play. Nothing else on the screen.
The screen only ever holds the current card, its result, or the day-complete card. Enter plays it. "then: …" at the foot says what comes next; the segments at the top say how far into today you are. Day complete is a green card with the ahead count and ▶ Start Day 5, with a tiny "that's enough for today".
Everything: the strip, the milestones, the notes (🗺 opens the shipped screen as a journal). A milestone is a gold card when it comes, with its number.
S. The current day panel, one row at a time, made large; the results strip's NEXT becomes the back of the card; the journal is the current screen kept as it is. The smallest build in the round.
Frau Adler is on screen and speaks. Every beat of the plan is a line of dialogue: the day, the exercise and why, the result, the milestone, the celebration. You answer with one of two buttons. The structure is never shown; it is told.
"What would you like to play?", four names. "Let me hear how you play." ▶ Play them. "You stopped at the third phrase, about Twinkle. Sixty days gets you bars 0–24 at half speed. Shall I write it?" ✨ Write it. "Day 1. Ode to Joy, one hand at a time. First: listen. Ready?"
One sentence, one primary button, one alternative (😓). The result is her reaction and the next thing in the same breath: "92%. Sehr gut. Next: …". A milestone is a title card over her head. Ahead or behind is what she says at the end of the day, and a pill in the corner.
All of it; 📖 in the corner opens the list beside her. The split ("only the first three notes today, the thumb crossing tomorrow, again on Day 7") is spoken, which is the most natural place it has been.
M. A dialogue composer (this lab's coachLine is the skeleton) and the box; a portrait set with two or three expressions. Optionally a coach call per day for varied lines, which is a cost per player per day where the shipped plan makes one call per plan.
Days are the floors of a tower and you climb one a day. A floor's exercises are its doors, left to right; a milestone is a gate; the capstone is the crown. Today's date is a dashed line across the tower: stand above it and you are ahead, below it and you are behind. Your standing is a picture.
Choose the crown, climb the placement stairs (the step you stop on is the ground floor), enter. You are on floor 1 with one lit door.
The lit door is the next exercise and the one button under the tower opens it. A result opens the door ("✅ the door opens") and lights the next. Clear a floor and the sprite climbs. A gate that holds (a failed check) offers "come back in two days", which is moveCheck.
The list (📖). The floors below you are the strip, greened; the floors above are locked; the gates are the milestone table, drawn.
M–L. The tower layout, a camera, doors with labels, the date line, a climbing sprite. The largest build of the five; the doors and gates are the same cards and checks.
There is no plan screen. The plan is a quest in the corner of the menu: today's objectives with one lit, the chapter you are in (the next milestone) and how far along, and the PLAY door itself reads ▶ CONTINUE with the next exercise. Every results screen docks the same tracker with ▶ Continue. The full plan is a journal.
A scroll unrolls on the menu: NEW QUEST, learn a piece in 60 days; pick one. The tracker appears with Objective 1, the placement, and the PLAY door says so. After it, Frau Adler writes the quest and the door reads ▶ Continue: Listen to Ode to Joy.
The biggest button on the menu is the next exercise while today is open; the tracker's lit objective and the door say the same thing. After a run the tracker on the results screen says ✅ and lights the next; Enter continues. When the day is done the door goes back to PLAY and the tracker says "Day 5 opens tomorrow · or start it now": forced while there is something to do, quiet when there is not.
The plan screen entirely; 📖 Journal is the shipped screen. The milestone table becomes chapters with a progress bar.
S–M. One tracker component in two places (the menu, the results panel), the door's text, the journal. The results strip that exists today is two-thirds of it.
| A · The Road | B · One Card | C · The Coach | D · The Tower | E · The Quest | |
|---|---|---|---|---|---|
| The picture | a road with sixty stops | one card | a person talking | a tower of floors | a quest log on the menu |
| What you see on Day 4 | your stop lit, one button | the second card of four, one button | "Next: … Go" | floor 4, four doors, one lit | the menu; the door reads Continue |
| Where "3 days ahead" shows | the pill; the green road behind you | the pill; the day-complete card | she says it; the pill | your feet above the date line | the pill in the tracker |
| Milestones | flags on the road | a gold card when it comes | a title card | gates | chapters with a bar |
| The results moment | the callout on the road | the card turns over | her reaction | the door opens | the tracker on the results screen |
| The builder | destination → placement → set off | three full-screen questions | a conversation | the crown → the stairs | a quest scroll on the menu |
| On a phone | a vertical road; the callout covers it | identical | identical | a vertical tower | the tracker above the door |
| Build | M | S | M | M–L | S–M |
| The risk | needs map art to delight | claustrophobic; the least game-like | slow and wordy by Day 30 | heavy; spreadsheet sideways | invisible to a first-day player |
B, One Card, with A's road as the day-complete screen, and E's door on the menu in any case. B removes the problem rather than restyling it: there is one thing on the screen, it is the next exercise, Enter plays it, and the card has room to say why. It is the smallest build (the shipped day panel dealt one row at a time, with the results strip's NEXT as the card's back) and it is the same on a phone. Its one weakness, that the shape of the whole is felt only at the end of a day, is exactly what A's road is good at: show the road once a day, on the day-complete card, with the stop bursting and the flags ahead, and the player gets the game feel Lionel asked for without living in a map. E's door text ("▶ Continue: the next exercise" on the PLAY door while today is open) is a two-line change that makes the plan the biggest button in the game, and belongs in every version.
Runner-up: A on its own, if the game feel should be in every screen and there is art budget for a painted road. D's date line is the best single idea in the round (ahead and behind as a place, not a number) and could ride on A's road as a marker. C should not be the screen; its dialogue composer should word B's cards and the day-complete line, which is where a teacher's voice earns its length.
Verdicts go in the Design Gallery round: ★ picked is the build order; ❤ and 👍 are notes.