A Million Minigames

All browser minigames

Browse all 116 released A Million Minigames games by release date, difficulty, and tags, with stable links to every playable game.

  1. #000116 — SPARE HEART — Five kinetic relay rooms send autonomous wind-up bodies toward separate danger gates while the player drags one physical heart between them to decide who is temporarily allowed to survive.
  2. #000115 — POCKET HORIZON — A six-room temporal alignment puzzle where one draggable boundary advances every object above it and rewinds every object below it along seven visible life states.
  3. #000114 — OMG! MONSTERS! — Choose one of eight expressive, higher-detail raster pixel monsters with distinct speed, jump, falling physics, reach, climbing and attack rates. Climb buildings, crush cars, collect power-ups, dodge city hazards and charge a spectacular super attack by destroying the skyline. Fight through five increasingly tough districts.
  4. #000113 — PUNCTUATION PHYSICS — A six-proof word puzzle where commas hold a row, colons step with gravity, question marks flip gravity, and periods return the next word to the baseline.
  5. #000112 — EMPTY ENCORE — A spatial memory performance where every encore reveals only its one new note, while the full melody must be replayed on nine empty pads.
  6. #000111 — BORROWED FLOOR — A six-room conservation platformer where every floor tile actually landed on folds into the next room, while every tile jumped becomes a future gap.
  7. #000110 — KNOT FORECAST — A six-board routing puzzle where knots are chosen while the rope is loose, then become one-use left or right pivots as a fixed wind forecast pulls a parcel taut.
  8. #000109 — RULE ECLIPSE — A six-board orbital logic challenge where travelers move by themselves and the only control is a rotating lamp whose shadow temporarily turns printed rules off.
  9. #000108 — CARBON DIVIDE — A six-plate route puzzle where pressing a bridge tile onto one sheet removes it from the carbon copy below, forcing every edit to serve two runners at once.
  10. #000107 — TOUCH RELAY — A five-room kinetic relay where every collision permanently moves the player's spark into the struck body, turning impact order into the control scheme.
  11. #000106 — ONE-WAY ORCHESTRA — A five-movement conducting challenge where instruments sound only while the baton travels toward them, turning one unbroken gesture into a timed melody.
  12. #000105 — REACTION QUILT — A five-pattern live tiling puzzle where dye keeps spreading while every embroidered patch applies its own local law: turn, delay, split, invert, echo, or absorb.
  13. #000104 — FOLD SIGNAL — A five-sheet topology puzzle where sliding a crease stacks distant copper contacts, temporarily changing which printed locations are neighbors before each electrical pulse is sent.
  14. #000103 — MARGIN OF ERROR — A five-lap drafting racer where the exact line driven through one sheet rises into the collision walls of the next, turning every correction and shortcut into future track geometry.
  15. #000102 — ECHO CUSTOMS — A five-booth border puzzle where every outgoing carbon stamp appears on a visible future traveler, making the queue a delayed inventory of decisions.
  16. #000101 — CHECKSUM GARDEN — A five-bed parity puzzle where every seed flips its entire row and column, turning each local planting into a reversible garden-wide checksum edit.
  17. #000100 — PRESSURE COPY — A five-machine pressure puzzle where holding stores force locally and previews its mirrored effect, but only release commits the transfer between two linked pistons.
  18. #000099 — ORBIT NOTARY — A five-room orbital filing puzzle where every hard collision signs a permanent distance contract between two bodies. Build a legal network around the gold parcel, then drag-launch the bound cluster through the gate.
  19. #000098 — FRICTION MARKET — A five-course racing puzzle where six road segments share exactly twelve units of traction. Trade grip ahead of the moving car so every safer turn is paid for by a more slippery road elsewhere.
  20. #000097 — NEGATIVE SPACE COURIER — A five-room sliding puzzle where the controllable piece is the empty cell: tap adjacent paper blocks to move the absence through fragile sheets, directional print, and a gold parcel delivery.
  21. #000096 — MUSEUM OF MOMENTUM — A five-gallery action puzzle where tapping a moving exhibit freezes it and frames its exact velocity, then tapping another exhibit pastes that motion into the new body.
  22. #000095 — COLLISION CENSUS — A five-district contact puzzle where every citizen becomes solid only while touching exactly the number printed on their body.
  23. #000094 — WEATHER DEBT — A five-day routing game where dangerous weather can be moved out of the current room only by adding twice as much weather to a future forecast.
  24. #000093 — HINGE CITY — A five-district routing game where whole streets rotate around numbered hinges while the courier keeps moving through the articulated map.
  25. #000092 — GRAVITY ELECTION — A five-chamber physics election where every arrow ballot permanently votes for a direction. The unique majority becomes gravity for the player and every loose object; tied leaders make the room weightless.
  26. #000091 — COMMON GROUND — A five-room jumping puzzle where height is conserved. Every landing lifts that platform and lowers all the others by an equal shared amount, continuously rebuilding the route beneath your feet.
  27. #000090 — EXIT WOUND — A trapped courier cannot attack or open doors. Aim enemy fire into solid walls, dodge the lethal round, then sprint through the temporary hole it leaves before the structure heals.
  28. #000089 — HELD IN SIGHT — A tiny courier automatically follows five museum escape routes while guards and shutters cross the path. Aim the security reticle and flash any moving subject to freeze it briefly—including the courier—then release each piece at the right moment.
  29. #000088 — PROMISE RUN — Cross five oath chambers by collecting three sigils and reaching the portal. Before every chamber, voluntarily accept one movement promise. Breaking it never ends the run; instead its consequence becomes a permanent rule that follows you through every remaining room.
  30. #000087 — BUILD YOUR HUNTER — A relentless creature hunts you through a bio-lab arena. Between survival rounds, choose one mutation to give the hunter. Every upgrade makes your pursuer more dangerous and raises your score multiplier, turning the final monster into a difficulty curve you authored.
  31. #000086 — PIXEL BUDGET — Stamp five circuit boards while every pixel your cursor or finger travels drains charge. Route through cyan discount conduits, avoid red toll fields, and touch numbered terminals in order before the pointer goes bankrupt.
  32. #000085 — DAMAGE IS THE MAP — Cross five blackout vaults whose walls vanish while you move. Every collision reveals the geometry around its impact, and visible shock nodes let you deliberately spend health on a wider scan.
  33. #000084 — PARASITE PILOT — Cross five living routing chambers without moving under your own power. Leap between nearby creatures, machines, bullets, and platforms, then alter one piece of each host's behavior to carry signals toward the exit.
  34. #000083 — ORBIT THEFT — Thread five live star systems where close passes steal angular momentum from orbiting bodies. Every graze slows a planet and throws its lost tangent into your ship, so one skillful near miss rewrites both trajectories.
  35. #000082 — PHASE FOOTPRINTS — Cross five broken chambers where every jump, dash, and phase step hardens the exact space you leave into permanent terrain. Build stairs and bridges from your own movement without boxing in the route.
  36. #000081 — MOMENTUM DEBT — Thrust through five vaults collecting sparks, but every hard brake or sharp reversal stores the momentum you shed. A few seconds later the ledger forcibly gives every vector back, turning safe stops into future launches.
  37. #000080 — QUEUED CLICKS — Every click joins a visible countdown queue. When its token expires, it fires wherever the crosshair is then—not where the original click happened.
  38. #000079 — COLOR BANKRUPTCY — Steal white pigment through five vault rooms. Dash spends red and shuts down every red laser; shield spends blue and removes every blue wall; pulse spends yellow and disables the exit until yellow returns.
  39. #000078 — TRAFFIC LAWS — Cars drive themselves through a live four-way city. Place temporary STOP, YIELD, RIGHT, or U-TURN laws on the approaches; each rule changes every arriving driver until the sign expires.
  40. #000077 — CURSOR WAKE — The cursor paints a fading chain of gravity wells instead of directly controlling the player. Every old movement keeps pulling the moon and the incoming comets, so a useful orbit can become a trap seconds later.
  41. #000076 — ABILITY HOT POTATO — Four powers ricochet around a crowded arena as physical tokens. Touch one to borrow it for five seconds, but enemies can catch the same token, replace their current power, and turn your best route into a new threat.
  42. #000075 — THE HIDDEN SCORE — Six living symbols obey one secret scoring law chosen for each run. Test sequences, study the oracle's immediate feedback, infer what it rewards, then repeat the discovered pattern before four mistakes or the timer ends.
  43. #000074 — INVENTORY IS YOUR BODY — Every treasure you touch bolts onto your body. Loot makes you wider, taller, heavier, slower, and lopsided, so the richest route through the museum may no longer fit through its narrowing security gates.
  44. #000073 — TIME PAWNSHOP — Your countdown is nearly empty, but every moving clock in the pawnshop owns seven seconds. Freeze clocks to borrow their time, carry all three loans to the counter, then survive the reawakened clocks as interest makes them move faster.
  45. #000072 — COMMAND CHAIN — Steer one clockwork drone at a time through a relay factory. Touching the next dormant drone transfers control while the body you abandoned repeats its final movement forever, opening gates and becoming part of the hazard field.
  46. #000071 — SECOND BODY — Cross a flooded bio-factory by deliberately surrendering to the creature that blocks each region. Every defeat transfers control into the killer: sprint as the Scout, smash as the momentum-heavy Ram, swim as the Eel, then glide as the Moth.
  47. #000070 — ECHO DEBT — Every route you draw through the neon arena returns as an unavoidable delayed copy. Lead those echoes into sparks for double progress, but do not collide with the moving history you created as one past becomes three.
  48. #000069 — RULE THIEF — Rewrite six clockwork rooms by physically moving gravity, solidity, magnetism, bounce, and friction between objects. Taking a rule changes its old owner too: walls become hollow, lamps float, couriers glide, and inert bridges become real.
  49. #000068 — TOAST TO COAST — A ten-throw breakfast odyssey across a tiny curved 3D world. Pull a smiling buttered slice into an increasingly suspicious toaster, time the second tap, then glide, bounce and ricochet through huge towns, skyscrapers, gull traffic, mountains, volcanoes and absurd landmarks. Butter melts into a visible trail, town impacts pay comedy bonuses, and every throw ends with one unexplained upgrade choice plus an optional crypto gamble.
  50. #000067 — CLOUD CLINIC — Run a tiny rooftop weather clinic where every untreated cloud keeps raining, gusting, zapping, or draining color from the room. Choose who is safest to leave waiting, match visible symptoms to four tactile stations, and clear ten patients before the clinic becomes its own storm.
  51. #000066 — CLASHLINE — A fast eight-zone pixel-raster rival race with seven distinct riders, vivid layered parallax roads, sputtering boost systems and visual crash decisions. Collisions freeze into a diagram-like scene: pick Dodge, Brace or Shove using the shown odds, then snap back into the race. A clean dodge can send the rival crashing and kick your bike forward.
  52. #000065 — ARSENAL BLOOM — A long-form auto-firing space assault across three visually distinct sectors. Enemy squadrons arrive in changing formations and visibly fire their own patterns; elites become orbiting weapons, bosses end every sector, and six pickup types reshape the ship while a side console tracks hull, shields, stolen fire and progress.
  53. #000064 — VECTORLOCK — An endless falling-block puzzle with one rule that stays simple as the challenge grows: touching arrows become one group, left cancels right, and up cancels down. Balanced groups clear, larger groups and chains score more, and later levels speed up and introduce linked double pieces plus a few easy-to-read specials.
  54. #000063 — LAST BELL STANDING — Twenty rivals. One survivor. One choice at a time. Read a warrior's stance, step into range, slip danger and counterattack. Choose a locked fighter look, train six skills up to level 30 in your solo dojo, preview the next rival, and carry two single-use items. Three clean reads recover a technique charge. Lose, rematch, learn the rhythm. Your contender and committed progress stay saved.
  55. #000062 — FRAME FAMILIAR — A true 3D camera adventure rebuilt around a visible three-step loop: the route strip names the shape the next gap needs, the matching arch/stairs/beam ruin changes the reticle to MATCH · SNAP, and a successful photo creates a broad cyan walkway across the literal gap. The first centered beam teaches the interaction immediately; later regions move the correct ruin off-axis, chain multiple photo-gates, add unique regional stars, and use stronger landmarks through mist, sunset, rain, night, and aurora.
  56. #000061 — GHOST SCAFFOLD — A six-room vertical platformer rebuilt around one literal three-step rule: walk a visible START→END rehearsal on safe ground, REWIND snaps you back to the entrance and turns that recorded span into a solid violet shuttle, then ride it into a readable staircase toward the green door. Later rooms add amber plates the ghost can press, real floor spikes, optional high stars, and a final three-hit bell.
  57. #000060 — IMPRESSED YET? — Build a tiny dancer one body part at a time, then perform escalating routines for four judges who openly prefer different things. VOLT wants power, SILK wants flow, GRID wants sharp precise control, and WILD wants odd shapes. Each named move hints at its style and the live strength bars show your mix. Judges demonstrate their own dances and announce their tastes before you perform. Every set grows from one move to four unique moves, and later moves carry more weight, so the ending of a routine matters most. The overall IMPRESSED? meter starts at exactly 50%.
  58. #000059 — CYTD: GET FOUND! — A CYTD-sponsored vertical action platformer about improving AI visibility. Start at CYTD Score 10/100 and guide a cute website living inside a CRT computer through six increasingly complex worlds, trying to get found by AI and become the answer. Collect Visibility, Authority and Coverage signals, connect analytics to reveal hidden boosts, repair multi-hit site issues, and battle varied AEO/GEO-themed problems such as broken links, stale content, missing content, thin content and analytics blind spots. Worlds two through six end with distinct multi-hit bosses that move through wider patterns and fire visible dodgeable attacks. Every finished run can be signed with three initials and ranked on the public CYTD Score leaderboard. The enemies, point values and combat are playful metaphors rather than literal CYTD scoring rules or guarantees of citations, rankings, traffic or business results.
  59. #000058 — ROPE OPERA — A six-act tactical rope fight on a tiny theater stage. Manage visible spacing and grip, hook the rival, brace through their announced yank, bank knots in later acts, then pull only when their stance opens. Every choice advances the duel; no reaction timer is hiding backstage.
  60. #000057 — WORD WORMHOLE — Six untimed word-space tunnels begin and end with ordinary words. Choose a fragment that makes a real compound with the current word, then keep chaining: BOOK becomes BOOKWORM, WORMHOLE, HOLE PUNCH. Convincing side compounds are genuine but lead to forgiving dead ends.
  61. #000056 — TWIN RING — Six untimed robot-wrestling rings share one strange rule: every direction you press also moves your rival through the visible motion law. Copy, opposite, quarter-turn, mirror and alternating echoes turn spacing into a simultaneous-movement grappling puzzle.
  62. #000055 — ONE LINE ALIBI — Draw one continuous alibi through timestamped evidence in order. Six detective boards add decoy evidence, tighter switchbacks and longer stories; touching a red fact, visiting a future timestamp early, crossing your own line or lifting before EXIT rewinds only that case.
  63. #000054 — VOWEL LAUNDROMAT — Six untimed laundry loads have washed every vowel out of their word towels. Allocate one shared basket of vowel tiles across the hanging words; a miss sends that towel through a rewash, while clean loads earn limited soap hints.
  64. #000053 — BENTO BRAWL — A six-rival turn-based lunchbox campaign on a four-by-four grid. Read the next attack and its red danger tiles, reposition, forage for combat food, then spend steam on punches or guard into a nori counter. Every rival changes the pressure pattern—from pokes and rushes to steam-draining grabs.
  65. #000052 — ODD KNUCKLE — A chunky polygon 3D boxing tournament with extreme boxer builds, frantic chiptunes and eight increasingly unreasonable rivals. Meet each opponent on a fight poster full of absurd facts and quotes, then manage two independent gloves, swipe hooks, uppercuts and draining stamina. Charged supers range from Mandatory Overtime to Cryptid Quakening. Longer arms gain reach and sacrifice power.
  66. #000051 — POLYCULE — Create a main character, share thirty personality points, then grow a friendly polycule across nine absurd regions. Send leaders into witty turn-based chats or resolve encounters with transparent automatic dice odds, earn passive sparks, and collect stat-boosting outfits. A saved, demanding campaign of voluntary invitations, crew tradeoffs, traveling rival polycules, town control and very unreasonable hats.
  67. #000050 — ANAGRAM GARDEN — Six calm animal anagrams grow into a small garden. Early beds teach clean reconstruction; later beds mix in weed letters that do not belong. Perfect beds earn limited dew hints that can plant the next correct letter.
  68. #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.
  69. #000048 — WORD WELDER — A six-job word workshop where every visible plate is a legal one-letter move. Route around heat, quench at blue words, alternate torch slots, and detour for rare scrap before forging each goal.
  70. #000047 — PILLOW DOJO — A fast six-bout pillow fight on a wide illustrated dojo floor. Two animated pillow fighters visibly close distance, retreat, brace, wind up, throw and swing while four icon controls surround your character.
  71. #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.
  72. #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.
  73. #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.
  74. #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.
  75. #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.
  76. #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.
  77. #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.
  78. #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.
  79. #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.
  80. #000037 — LANTERN CURRENT — Shape a twilight current across six lantern networks. Early sparks travel both ways; later skies become one-way currents, route around stone posts, then reverse direction after every pulse. Match the gold halos while reading arrows and the changing tide.
  81. #000036 — BREATH BRIDGE — Weave six cloud bridges across a bright mountain valley. Choose low, mid, or high puffs at every anchor, account for thermals, downdrafts, and rain refunds, then send the courier across your finished profile.
  82. #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.
  83. #000034 — TIDE TETHER — An untimed six-gyre orbital route puzzle. Choose TETHER, GLIDE or SURGE while three live previews expose every landing. Manage tether charge, collect optional moon shells, avoid reefs, and adapt as currents, slingshots, foam, storm beats and the final moon flip rewrite the movement laws.
  84. #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.
  85. #000032 — RIPPLE RUN — An untimed six-chamber water-temple route puzzle. Each crossing spends a one-, two- or three-ring wave from your visible hand; echo pools return waves, split pools add small waves, foam upgrades the weakest wave, and pearl forks reward harder routes.
  86. #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.
  87. #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.
  88. #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.
  89. #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.
  90. #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.
  91. #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.
  92. #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.
  93. #000024 — CONTRARY GOAT — Draw one continuous terrain trail beneath a stubborn goat, inspect its mirrored dashed route, then send it through a whole sequence of gates. Six trails add more gates, wind, stronger rebellion, optional hay and recoverable redraws.
  94. #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.
  95. #000022 — NEGATIVE SPACE — Six player-paced spatial forecast rooms turn empty space into a route-planning puzzle: read numbered future landings, blinking shutters and stone bounces, then commit to a pocket no danger will visit.
  96. #000021 — PAPER MOON — Draw one continuous platform, release, and guide a moon through seven increasingly hostile skies where two stars abruptly change its gravity.
  97. #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.
  98. #000019 — ECHO LOCATION — Six hidden beacons move from 3×3 to 5×5 cave grids. Place two sensors, ping their Manhattan ranges, and watch every cell inconsistent with the accumulated observations disappear from the candidate set. Reposition a sensor when several cells remain, then switch to GUESS.
  99. #000018 — SUNSET RELAY — Route six sets of lighthouse pulses through three mirrors without a real-time clock. Every planned path is previewed before you fire: direct light scores 1, each safe relay adds another light and heat, and ending at the beacon cools the final mirror.
  100. #000017 — SECONDS MARKET — Six market floors turn seconds into a visible, turn-based currency puzzle. Buy QUICK and BOND returns, move the ticker until payouts mature, stack a COUPON onto the next gate, and fund eleven gates without spending the bank dry.
  101. #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.
  102. #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.
  103. #000014 — DEAD LETTER OFFICE — Twelve undeliverable envelopes cross six sorting desks. Each desk teaches a new visual stamp rule—match, pair, odd, missing, first, or last—while the three chute symbols move. Read the rule, inspect the stamps, and route the envelope without losing your streak.
  104. #000013 — PLATFORM FORECAST — A six-route rooftop forecast workshop with eighteen jumps. Every route reveals all three landing windows up front. Spend each weather card once, combine it with two scarce gear tokens, inspect the exact arc and then launch. Center landings collect pennants; a miss resets only the current route.
  105. #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.
  106. #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.
  107. #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.
  108. #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.
  109. #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.
  110. #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.
  111. #000006 — DELAYED LETTER — Deliver six word-clue postcards through a visibly delayed mail machine. Longer queues and shifting alphabet stamps change what arrives. Plan letters ahead, remove unsent mistakes, or trade score for a hint. A safe practice delivery teaches the system before postage is at risk.
  112. #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.
  113. #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.
  114. #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.
  115. #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.
  116. #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.

About the project · Release feed