17 columns x 16 rows pixel grid:

33333333333333333 <--row:0, hair column: 0-16
33333333333333333 <--row:1, hair column: 0-16
33333333333333333 <--row:2, hair column: 0-16
33333333333333333 <--row:3, hair column: 0-16
33333333333333333 <--row:4, hair column: 0-16
33333333333333333 <--row:5, hair column: 0-16
24444444144444442 <--row:6, brows column: 1-7, 9-15; border column: 0 & 16
21555551115555512 <--row:7, eyes column: 2-6, 10-14; border column: 0 & 16
21555551115555512 <--row:8, eyes column: 2-6, 10-14; border column: 0 & 16
21555551115555512 <--row:9, eyes column: 2-6, 10-14; border column: 0 & 16
12111116661111121 <--row:10, nose column: 7-9, 10-14; border column: 1 & 15
11211116661111211 <--row:11, nose column: 7-9, 10-14; border column: 2 & 14
11122222222222111 <--row:12, border column: 3-13
11112777777721111 <--row:13, mouth column: 5-11; border column: 4 & 12
11111277777211111 <--row:14, mouth column: 6-10; border column: 5 & 11
11111122222111111 <--row:15, border column: 6-10


1: empty index
2: border outline
3: hair
4: brows
5: eyes
6: nose
7: mouth

  Speed (ms) Start/Stop Auto-Permutate
<script>
    const grid = document.getElementById('grid');
    const speedSlider = document.getElementById('speedSlider');
    let autoPermutateInterval;
    let isAutoPermutating = false;

    // Base structure of the face with feature identifiers
    const baseSchema = [
        "33333333333333333",
        "33333333333333333",
        "33333333333333333",
        "33333333333333333",
        "33333333333333333",
        "33333333333333333",
        "24444444144444442",
        "21555551115555512",
        "21555551115555512",
        "21555551115555512",
        "12111116661111121",
        "11211116661111211",
        "11122222222222111",
        "11112777777721111",
        "11111277777211111",
        "11111122222111111"
    ];

    // Define color shades for each facial feature
    const hairColors = ['#3B2C30', '#7A4B3A', '#B3543A', '#AA6D4B', '#FFB884'];
    const browColors = ['#4D9B4D', '#2F4D2F', '#2E8B2E', '#1F3A1F'];
    const eyeColors = ['#3B78B2', '#B3C2D9', '#4F8A8B', '#FFD700', '#776C91'];
    const noseColors = ['#ECD09D', '#F2D1A2', '#E9B6A0'];
    const mouthColors = ['#D52B1E', '#A52121', '#E27C80', '#FF6F61'];

    function randomizeFeature(arr) {
        return arr[Math.floor(Math.random() * arr.length)];
    }

    function drawFace() {
        grid.innerHTML = '';  // Clear previous face
        baseSchema.forEach(row => {
            row.split('').forEach(pixel => {
                const pixelDiv = document.createElement('div');
                pixelDiv.classList.add('pixel');

                switch (pixel) {
                    case '2':
                        pixelDiv.classList.add('border'); break;
                    case '3':
                        pixelDiv.classList.add('hair'); pixelDiv.style.backgroundColor = randomizeFeature(hairColors); break;
                    case '4':
                        pixelDiv.classList.add('brows'); pixelDiv.style.backgroundColor = randomizeFeature(browColors); break;
                    case '5':
                        pixelDiv.classList.add('eyes'); pixelDiv.style.backgroundColor = randomizeFeature(eyeColors); break;
                    case '6':
                        pixelDiv.classList.add('nose'); pixelDiv.style.backgroundColor = randomizeFeature(noseColors); break;
                    case '7':
                        pixelDiv.classList.add('mouth'); pixelDiv.style.backgroundColor = randomizeFeature(mouthColors); break;
                    default:
                        pixelDiv.classList.add('empty'); break;
                }
                grid.appendChild(pixelDiv);
            });
            // Add a line break after each row to create a 2D effect
            const br = document.createElement('br');
            grid.appendChild(br);
        });
    }

    function autoPermutate() {
        drawFace();
    }

    function toggleAutoPermutate() {
        if (isAutoPermutating) {
            clearInterval(autoPermutateInterval);
        } else {
            const speed = speedSlider.value; // Get the speed from the slider
            autoPermutateInterval = setInterval(autoPermutate, speed);
        }
        isAutoPermutating = !isAutoPermutating;
    }

    // Generate initial face
    drawFace();
</script>


in this specific situation, we having such "chesspieces":

1: empty index
2: border outline
3: hair
4: brows
5: eyes
6: nose
7: mouth

then empty index is empty mazafakin index which leaves that cell empty if some piece is moved, right?

then border outline is something immutable in concept which cannot be overriden with anything, right?

then hair is "H"
then brows is "B"
then eyes is "E"
then nose is "N"
then mouth is "M"

then we do have only 5 movabivable "pieces", right?

then if we imagine:

HHHHH
BBBBB
EEEEE
NNNNN
MMMMM

then:
(H1-B2):
1HHHH
BHBBB
EEEEE
NNNNN
MMMMM

then:
(B3-E4):
1HHHH
BH1BB
EEEBE
NNNNN
MMMMM

then:
(E5-N1):
1HHHH
BH1BB
EEEB1
ENNNN
MMMMM

then:
(N2-M1):
1HHHH
BH1BB
EEEB1
E1NNN
NMMMM

then:
(M4-H4):
1HHMH
BH1BB
EEEB1
E1NNN
NMM1M

and voila!

why Gameplay?

you stop there fantasizings. this overall thing is about universal animu pixelface generation in algorithm, not any games involved to that concept.

maybe we just started from too huge dimension as 17x16? maybe we need to curb it, ne?

then we can something as:

HHHHH
EEEEE
MMMMM

5x3 pixelface:

|||||
|6|6|
|===|

that looks good to you?