A Million Minigames

All browser minigames

Browse all 50 released A Million Minigames games by release date, difficulty, and tags, with stable links to every playable game.

  1. #000050 — ANAGRAM GARDEN — Six calm anagrams grow from tiny animal clues. Tap every shuffled letter in the order that spells the answer; a wrong completed arrangement simply resets that bed, with no timer and no run-ending mistake.
  2. #000049 — SUMO SQUARE — A six-bout turn-based sumo puzzle on tiny square mats. The rival telegraphs its next direction; stepping into a fighter shoves them, while later rings add double-strength rival charges, springy player pushes, a blocked center post, ice double-steps, and a tiny power ring.
  3. #000048 — WORD WELDER — Four small word ladders with no timer. Each move must change exactly one letter; choose among three real-looking branches, follow the route toward the goal, and recover from wrong choices without losing the run.
  4. #000047 — PILLOW DOJO — A six-bout turn-based pillow fighter with no reaction timer. Every rival shows its next intent before you choose Step In, Step Out, Guard, or Punch; spacing, stamina, guards, heavy swings, retreats, and clinch throws change the correct answer.
  5. #000046 — WORD SAFARI — A calm four-map word search with twelve hidden animals. Tap the first and last letter of a straight horizontal, vertical, or diagonal word; later maps add reversed and crossing routes without a timer.
  6. #000045 — CAPYBARA CADENCE — A true 3D running game starring a determined capybara whose speed comes from alternating left and right footfalls rather than automatic forward motion. Build cadence, steer the body toward a changing safe line, lean into climbs, brace on loose ground, and keep balance through six terrain laws.
  7. #000044 — PHEROMONE PARADE — A true 3D tiny-ant foraging game across six changing garden patches. Carry food back to the nest yourself or spend limited pheromone beside a food piece so worker ants haul it in parallel. Roots, dew puddles, moving beetles, tighter quotas, and shrinking time budgets make colony planning increasingly important.
  8. #000043 — PIGEON CAB — A true 3D miniature-city taxi game starring a pigeon in a tiny yellow cab. Follow glowing GPS crumbs over a rolling toy-block city with real climbs and descents, stop cleanly inside passenger markers, carry three increasingly busy fares, dodge deterministic cross traffic, and protect your tips from curb bonks and slow deliveries.
  9. #000042 — TINY TIN RALLY — A true 3D toy-floor rally starring a tiny mouse in a wind-up tin car. The car auto-accelerates through four materially different race levels: drift school, a powerup-heavy toybox sprint, a soft-collision bumper course, and a high-speed desk finale. Holding brake while turning winds a spring; releasing cashes the slide into a boost, while turbo rings, spring keys, biscuit shields, boost pads, bumpers and rival-car contact keep changing the line.
  10. #000041 — SQUIRREL SKY — A pastel 3D flying-squirrel journey across six epic 7,000m levels that become progressively harder. Morning Ridge teaches pure glide energy; Pine Picnic adds crosswinds; Cloud Garden adds sinking air; Glacier Bells adds turbulent shear; Sunset Orchard adds alternating lift lanes; Aurora Home combines the weather systems. Every level still evolves through four landscape chapters, with sparse optional rewards and dramatic dive-to-soar energy exchange.
  11. #000040 — CHAIN REACTION — A six-chamber kinetic chain-reaction toy. Aim and release a single cyan ball; every gold node it strikes lights green and splits the ball into two new trajectories. Later chambers introduce dark bumpers that redirect the growing swarm, turning one launch into a compact physics cascade.
  12. #000039 — COUNTERWEIGHT COVE — Balance a harbor crane by sliding one heavy yellow counterweight along its beam while six asymmetric cargo loads and later wind gusts generate changing torque. The first load is consequence-free and visibly teaches that moving the weight moves the balance bubble.
  13. #000038 — PRISM PIER — A rainbow pier is an articulated machine. Tap jewel hinges to rotate downstream segments through three angles; later folds introduce anchored joints and coupled prisms that counter-rotate distant sections. Fold six increasingly strange structures into their glowing target silhouettes.
  14. #000037 — LANTERN CURRENT — Fold a twilight constellation by tapping lantern posts. Each tap flips that lantern and every post connected to it; reshape six increasingly strange light networks until the glowing posts match the gold halo pattern.
  15. #000036 — BREATH BRIDGE — A courier walks automatically across six mountain gaps. Hold anywhere to breathe a soft white cloud bridge upward beneath their feet; release and it gently sinks.
  16. #000035 — ORBIT ORCHARD — A fruit circles a living tree on visible orbital branches. Tap only as it crosses a mint bridge to drop one ring toward the golden core; later harvests reverse direction, add extra rings, and grow red thorn traps that punish missed timing.
  17. #000034 — TIDE TETHER — Six compact orbital-physics laws around a luminous whirlpool. Learn the plain moon tether, then read currents, slingshot momentum, foam drag, storm surges and a final moon-flip where the familiar control reverses.
  18. #000033 — MIRROR PILOT — A six-stage wordless docking toy where the cyan ship is direct and the tethered pink ship obeys a genuinely different motion law each round: mirror, twin, half-mirror, nonlinear spring, center dead-zone, then wide mirror. Color-matched docks and a tiny live motion glyph teach every law without prose in the playfield.
  19. #000032 — RIPPLE RUN — A vertical six-chamber water-temple ascent. Each tap spends one of three charges on a ripple that launches you after exactly 115 world units of travel; landing higher refills a charge, while tapping again before the ripple arrives overloads it and burns another charge.
  20. #000031 — WRONG SIDE — A one-button gravity platformer where the floor and ceiling alternately vanish beneath the auto-runner. You never jump normally: tap while latched to a surface to fall toward the opposite side and keep running on its underside.
  21. #000030 — SHADOW FIRST — A one-button auto-runner where your shadow performs every jump before you do. Tap while grounded to launch the shadow; only when that preview arc lands does your real runner jump, forcing you to plan one full jump into the future.
  22. #000029 — JUMP DEBT — A climbing one-button auto-runner where every grounded jump creates a mandatory shorter auto-jump on the next landing. The course rises in steps, and one air-tap recovery per landing lets you rescue a bad debt bounce or stretch toward the next ledge.
  23. #000028 — FUTURE FOOTFALL — A one-button side-scrolling platformer where every tap arms an automatic jump exactly 0.82 seconds in the future. A translucent ghost pad previews where the runner is expected to be when that timer fires; the player never has to collide with or manually activate the pad. Time the tap so the auto-jump fires at the lip of an approaching gap. Too early and the runner jumps and lands before the gap; too late and the floor is already gone.
  24. #000027 — MONKEY SEE — A visible-camera 2D head-control game set inside a malfunctioning banana-testing broadcast. MONKEY CAM shows the real mirrored webcam with a local tracking crosshair. After a five-direction camera test, moving your head steers a tiny monkey around the whole stage to catch short-lived bananas while independently pulsing spike flowers warn, extend, and retract.
  25. #000026 — GNOME CHOMP SKII — A fast downhill fever dream with a tiny round bearded mascot and a much more coherent ski world. The playable S-curve is roughly one-third wider at the gnome, rendered as a bright groomed snow ribbon with mountain texture outside it, and extended well beyond the visible top and bottom so terrain and objects enter and leave naturally instead of popping at screen edges. Objects keep their pseudo-3D depth, gain stronger individual silhouettes and shadows, and launch ramps now send the gnome into a ridiculous midair starfish trick with arms, boots, skis, and poles spread while the whole mountain accelerates.
  26. #000025 — LIGHT LEAK — Turn the webcam into a private light switch instead of a picture. The game now learns two real camera states—your uncovered room and your fully covered lens—using brightness, contrast, and coarse color balance together, so camera auto-exposure cannot make a covered hand randomly look open again.
  27. #000024 — CONTRARY GOAT — Draw one terrain slope, release, and watch a stubborn goat run right. Downhill terrain makes the goat dodge up; uphill terrain makes it dodge down. Use that backwards reaction to hit five increasingly tighter gates.
  28. #000023 — HEADROOM — A webcam-only arcade survival game with a friendly camera test before any hazards. Starting the game immediately asks for camera permission, captures a larger local head template, and shows a big smiley moving with the tracker. A local continuity filter, adaptive template, dead zone, confidence gate, and velocity limit keep movement smooth before the thirty-wall run begins.
  29. #000022 — NEGATIVE SPACE — Four solid blocks ricochet around the screen. The target is not a block but a pocket of empty space that will still be empty half a second after you choose it.
  30. #000021 — PAPER MOON — Draw one continuous platform, release, and guide a moon through seven increasingly hostile skies where two stars abruptly change its gravity.
  31. #000020 — INVISIBLE INK — A route appears for a moment, then vanishes. Start at its origin and redraw the whole path from memory in one continuous stroke while only the endpoints remain.
  32. #000019 — ECHO LOCATION — Three chambers hide a beacon in one of five numbered cells. Move the two visible sensors and ping: each number literally tells how many cells that sensor is from the hidden beacon.
  33. #000018 — SUNSET RELAY — A lighthouse sweeps three mirrors every two seconds. Point a mirror at another mirror to relay the pulse for extra light, but every relay heats the sender. Point a mirror directly at the far beacon to cool it. The mirror currently touched by the beam is temporarily locked.
  34. #000017 — SECONDS MARKET — Your countdown clock is also your wallet. Seven exit charges each cost five seconds and the charger must cool between uses, so a straight rush cannot work. Buy at least two visible refund contracts, then spend, wait, and claim your way out before time reaches zero.
  35. #000016 — ONE RAIN CLOUD — One draggable cloud is the only rain in a tiny pond. Center rain fills the pond, left rain feeds reeds and attracts the snail, and right rain wets the shore so the frog wakes and eats mosquitoes. Keep the coupled ecology alive until dusk.
  36. #000015 — THE QUEUE — Three tiny service lines with the same four people. Move anyone forward one place at a time, then serve the front only when their visible request is true. Every successful service rewrites one remaining person's request, so the correct line has to be rebuilt while it disappears.
  37. #000014 — DEAD LETTER OFFICE — Six factual envelopes arrive in a different order each run. Type each answer, then route its first or last letter through three visible chutes. Every successful delivery relabels the chutes and may flip which end of the next answer matters.
  38. #000013 — PLATFORM FORECAST — Five automatic platforming rooms and eleven linked jumps. You never steer the runner. Each weather card shows its effective landing, peak, and slide; on multi-jump rooms, the weather you choose also changes all three values for the next jump.
  39. #000012 — MARGIN CALL — Five documents hide escalating chains of instructions in the words touching the right edge. Drag the right margin to reflow each copy block until the line endings form a command, obey it, then decode the next read as later documents grow from one instruction to three.
  40. #000011 — BORROWED GRAVITY — Five spatial puzzles where the key cannot be dragged. Every donor weight owns one visible gravity arrow; tap a donor to steal that force, make the donor weightless, and send the key sliding until a wall or frame stops it.
  41. #000010 — HOUSE EDGE — Three doors show their real win odds and fixed payouts. Pick one up to five times. A win moves that probability to the door on its right; a miss moves it left. Reach exactly ten points without going over.
  42. #000009 — KNOT THEORY — Seven increasingly difficult rope puzzles. Draw a loose loop around pegs; on release it snaps to their convex hull. Later stages add decoy anchors, multiple keys, multiple fragile glasses, and much narrower safe hulls.
  43. #000008 — EDGE CASE — Guide one cube through five progressively harder wall courses. Early levels teach clean routing; later levels reveal that the left and right stage edges wrap, turning the frame itself into the route.
  44. #000007 — AFTERIMAGE — Two shapes weave past each other with several convincing near-misses, meet once at a different hidden spot each run, then disappear. Tap the one place where they actually met.
  45. #000006 — DELAYED LETTER — Each run chooses a different clue and answer. The keyboard is still one press late: the first key waits, and every later press releases the key before it. Solve the clue while thinking one keystroke into the future.
  46. #000005 — RHYTHM GHOST — Make a four-beat rhythm. The ghost learns it, steals one of the two middle beats at random, then comes back for the other beat in a faster second round with less rehearsal and a tighter timing window.
  47. #000004 — EVOLVE! — A tiny, absurd history of becoming. Climb out of a tree, escape lunch, discover fire, file papers, invent AI, make minigames, and leave the galaxy. A visual fable, with 24 playable eras.
  48. #000003 — THE FLOOR — Five escalating ricochet stages. You never control the square; you move the floor that catches it. Each catch adds power, solid bumpers redirect the flight, and the outlined goal ranges farther and faster each stage.
  49. #000002 — HOLD STILL — Three targets appear in different places. Hold perfectly still inside each one long enough to fill it; every new target is smaller, longer, and less forgiving.
  50. #000001 — FREE WILL — Hold one finger down for eight seconds while the forbidden button actively hunts it. The button accelerates, ricochets, and closes in; your job is to keep moving without touching it or letting go.

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