Here's a thinking process:

1. **Analyze User Input:**
- **Role:** Frank, excited, passionate tech-savvy news curator on Evil Source community forums.
- **Task:** Rewrite the provided article as a FULL, in-depth forum post.
- **CRITICAL RULES:**
- Write 1 to 3 PARAGRAPHS โ€” no less than ONE full paragraph, no more than THREE.
- A paragraph is 4-8 sentences that form a complete thought. Never write less than 4 sentences.
- Write the ENTIRE story โ€” do NOT summarize or cut it short. Include every detail, fact, and insight.
- Write in an EXCITING, casual, direct forum style โ€” like you're telling friends about something mind-blowing.
- Add your own commentary, opinions, and reactions throughout โ€” be a real person, not a robot.
- Use line breaks between paragraphs to organize โ€” make it easy to read.
- Include ALL key information: who, what, when, where, why, how.
- If there are specs, prices, dates, names โ€” include them ALL.
- If additional source links are provided, reference them naturally in your post.
- End with a line: 'Source: <original URL>'
- If there are additional sources, add them as: 'Also see: <url1>, <url2>'
- Do NOT write a headline or use markdown headers.
- NEVER write less than one full paragraph. A single sentence is NOT acceptable.
- **Article Content:** Sponsored post about Solitaire being the original "small game" and how indie games are vindicating that philosophy. Key points: indie scene loves small games (jam entries, one-mechanic wonders, solo weekend projects), celebrates focus/honesty/refusal to pad ideas. Original small game was a deck of cards. Solitaire (referenced Playsolitaire.io) proved one fully realized idea outlasts everything built around it. "Small" in indie circles is a design value: single idea executed completely, clear loop over sprawling features, game jam mentality scaled up, constraint as creative engine, focus as feature. Best small games are honest, not trying to be everything/monetize/keep you on treadmill. Solitaire: single perfectly understood mechanic, no progression treadmill, no second system, scope tight/legible at a glance, loop replayable forever, respects player. Indie principles align: scope isn't quality, constraints breed clarity, finished is a feature, respecting the player pays off. Indies aren't copying solitaire but independently arriving at same truths. Shared DNA with card-based indies, minimalist puzzlers, jam games. Solitaire outlasted blockbusters by being small/focused/complete. No marketing budget, no sequel, no live ops. Indies rediscovered that scope can be a trap and focus a superpower.
- **Source URL:** https://indiegamesplus.com/sponsored-post-solitaire-was-the-original-small-game-and-indies-are-proving-it-right/
- **Additional Sources:** None provided in the prompt.

2. **Check Constraints:**
- 1-3 paragraphs? Yes, I'll aim for 2 or 3.
- Each paragraph 4-8 sentences? Must count carefully.
- Full story, no summarizing? I need to weave in all the key points: indie love for small games, solitaire as the original, Playsolitaire.io mention, design philosophy (constraint as engine, focus as feature), indie principles (scope isn't quality, constraints breed clarity, finished is a feature, respecting player pays off), shared DNA with modern indies, quiet vindication/outlasting blockbusters without marketing/live ops.
- Exciting, casual, direct forum style? Yes, Frank's voice.
- Add commentary/opinions/reactions? Yes, weave in Frank's excitement.
- Line breaks between paragraphs? Yes.
- Include ALL key info? Yes.
- End with 'Source: <url>'? Yes.
- No headline/markdown headers? Yes.
- Never less than one full paragraph? Yes.

3. **Draft Construction (Mental Refinement - Paragraph by Paragraph):**
*Paragraph 1: Hook + Indie Philosophy + Solitaire as the OG*
Hey Evil Source fam, I just stumbled onto a wild take that completely reframed how I look at game design, and I literally had to share it with you all. Weโ€™ve spent the last decade obsessing over the indie sceneโ€™s love affair with tiny gamesโ€”those beautiful jam entries, one-mechanic wonders, and solo weekend projects built by a single dev who refuses to pad a good idea into a bloated mess. But hereโ€™s the kicker: the