MindSplit

DESIGN NOTE · GROCERY RUN

The list disappears. The supermarket begins.

Grocery Run separates remembering from retrieving. First study a list. Then decide when it has stuck, enter the shop, and rebuild it from a busier shelf.

Published 2026-08-28 · MindSplit Studio

Let the player say “ready”

A fixed study timer makes every list feel the same, even when it is not. Grocery Run lets the player move on as soon as the items feel secure. That choice creates a small risk-and-reward decision: study longer for confidence, or shop sooner to preserve time.

A shelf, not a flash card

Retrieval happens among plausible groceries because the everyday context is part of the game. The basket gives each choice visible consequence, and finishing a clean list feels like completing a tiny errand rather than answering a test question.

Difficulty that responds

Lists begin small and can grow from three to ten items when baskets are clean and quick. Repeated mistakes shorten the next list. The 90-second format keeps that adaptation moving while the core loop of study, shop, and check stays unchanged.