Guides, tactics and the stories behind the games

Long reads on how to play better, where these games come from, and how small games are made.

Air Hockey: hold the line, punish the counter
Featured

Air Hockey: hold the line, punish the counter

The AI hits hard on the break. Your job is not to out-swing it — it is to make its counters predictable.

Game guide · 3 min read
Chomp Maze: when to eat the power pellet (and when to leave it)
Game guide

Chomp Maze: when to eat the power pellet (and when to leave it)

The pellet is not a rescue button. It is a clock you choose to start — and the best players start it on their own terms.

20 Oct 2026 · 4 min read
Rocky Run: three levels, four habits
Game guide

Rocky Run: three levels, four habits

A short hand-built platformer is not about reflexes. It is about which habits you built before the hard part arrives.

20 Oct 2026 · 3 min read
Stack Clash: the tower is a metronome
Game guide

Stack Clash: the tower is a metronome

One tap, one block, faster every time. The only thing you can train is the tap that lands before you look.

19 Oct 2026 · 3 min read
Asteroid Drift: the drift is the difficulty
Game guide

Asteroid Drift: the drift is the difficulty

Your ship never stops moving until you spend a second to stop it. Learning to spend that second is the whole skill.

18 Oct 2026 · 3 min read
Hill Dash: feather the throttle, brake before the crest
Game guide

Hill Dash: feather the throttle, brake before the crest

Hand-made terrain, real momentum, and a fuel tank that punishes panic. The whole game is throttle discipline.

17 Oct 2026 · 3 min read
Bubble Shooter Pro: aim at the ceiling, not at the bubble
Game guide

Bubble Shooter Pro: aim at the ceiling, not at the bubble

Ceiling drops punish every wasted shot twice. The players who survive them aim at structure, not at colour.

17 Oct 2026 · 4 min read
Mole Mayhem: scan, do not stare
Game guide

Mole Mayhem: scan, do not stare

Forty-five seconds, nine holes, and bombs mixed in. The eyes win this game, not the finger.

17 Oct 2026 · 3 min read
Tower Jump: steer before you land, not after
Game guide

Tower Jump: steer before you land, not after

You only control direction, never the bounce. That single constraint changes when you should be pressing the arrow keys.

16 Oct 2026 · 3 min read
Traffic Rush: pick a lane and mean it
Game guide

Traffic Rush: pick a lane and mean it

A four-lane dash with one-hit rules punishes lane-dancing. The safe players change lanes less than everyone else.

16 Oct 2026 · 3 min read
Water Sorts: the empty tube is the most expensive thing you own
Game guide

Water Sorts: the empty tube is the most expensive thing you own

Colour-sorting puzzles are lost by spending empty space too early. Here is the order of operations that keeps a board solvable.

15 Oct 2026 · 3 min read
Cave Copter: learn to hover before you learn to fly
Game guide

Cave Copter: learn to hover before you learn to fly

A one-button helicopter is a physics trick: holding is not up, releasing is not down — they are both the same hover, shifted.

15 Oct 2026 · 3 min read
Zombie Wave: kiting, corners, and why you should never stop moving
Game guide

Zombie Wave: kiting, corners, and why you should never stop moving

Your pistol fires on its own. That means movement is your only real decision, and most deaths are a movement decision made two seconds too late.

14 Oct 2026 · 3 min read
Street Runner: one hit, so jump less
Game guide

Street Runner: one hit, so jump less

In a one-hit runner the risky move is not the obstacle — it is the jump you take out of nerves.

14 Oct 2026 · 3 min read
Darts: aim small, miss small
Game guide

Darts: aim small, miss small

Three darts a round, a wobble on every throw, and a board that pays double for precision. The scoring is a lesson in expected value.

14 Oct 2026 · 3 min read
Space Raiders: shoot the gap, not the alien
Game guide

Space Raiders: shoot the gap, not the alien

The formation is the enemy, not the individual ships. Break the shape and the wave collapses on its own.

13 Oct 2026 · 3 min read
Brain Puzzle: remember positions, not cards
Game guide

Brain Puzzle: remember positions, not cards

Memory pairs is not a memory test — it is a note-taking system that happens to run in your head.

13 Oct 2026 · 3 min read
Remove Block: why one big group beats four small ones
Game guide

Remove Block: why one big group beats four small ones

Scoring grows with the square of the group, so the math rewards patience over tidiness. Here is how to farm it.

12 Oct 2026 · 3 min read
Slide Puzzle: solve it in rows, not in pieces
Game guide

Slide Puzzle: solve it in rows, not in pieces

The fifteen puzzle punishes people who place tiles one by one. The method is top row, second row, then a final 2x2.

12 Oct 2026 · 3 min read
Fruit Slice: swipe through the arc, not at the fruit
Game guide

Fruit Slice: swipe through the arc, not at the fruit

Combos are scored per motion, not per fruit. That single rule changes how you should move your hand.

11 Oct 2026 · 3 min read
Shooting Hoops: 60 seconds, one flick, and a moving rim
Game guide

Shooting Hoops: 60 seconds, one flick, and a moving rim

A timed shoot-out rewards a repeatable release, not a hard shot. Build one arc you trust and reuse it.

11 Oct 2026 · 3 min read
Bowling: straight balls before hooks
Game guide

Bowling: straight balls before hooks

The drag sets angle and power at once, which means your release is your entire strategy. Ten pins reward the boring middle.

11 Oct 2026 · 3 min read
Ping Pong Precision: hit with the edge, serve to the corners
Game guide

Ping Pong Precision: hit with the edge, serve to the corners

First to seven means every point is a set point in miniature. Spin and placement beat power.

10 Oct 2026 · 4 min read
Neon Snake: own the edges, spend the middle
Game guide

Neon Snake: own the edges, spend the middle

Snake deaths are almost never about the pellet in front of you. They are about the loop you failed to leave yourself.

10 Oct 2026 · 3 min read
8 Ball Billiards: aim at the ghost, not the ball
Game guide

8 Ball Billiards: aim at the ghost, not the ball

Potting is geometry with one extra point most players never learn to see. Here is how to find it.

9 Oct 2026 · 4 min read
Ski Master: the flags are on your way, not your goal
Game guide

Ski Master: the flags are on your way, not your goal

An endless slalom pays you for threading gates and kills you for swerving. The fix is to ski a line, not a zigzag.

9 Oct 2026 · 3 min read
Gem Cascade: spending 24 moves like a planner
Game guide

Gem Cascade: spending 24 moves like a planner

A limited-move match-3 is a budgeting problem. Cascades are the interest rate, and most players spend their budget in the wrong third of the board.

8 Oct 2026 · 3 min read
Klondike Solitaire: the column you empty is the move you get back
Game guide

Klondike Solitaire: the column you empty is the move you get back

Solitaire is not luck management, it is space management. Empty columns and buried cards decide the game.

8 Oct 2026 · 4 min read
Beach Volleyball: where you stand decides the rally
Game guide

Beach Volleyball: where you stand decides the rally

You never choose the shot — your position chooses it for you. The closer you stand to the net, the flatter your returns fly.

8 Oct 2026 · 3 min read
Checkers: count the exchange before you jump
Game guide

Checkers: count the exchange before you jump

Draughts is a trading game. The player who wins is the one who counts two moves further into each trade.

7 Oct 2026 · 4 min read
Merge Dice: the six is a bomb you are saving
Game guide

Merge Dice: the six is a bomb you are saving

Every die on the board is either a step toward a merge or clutter. The difference is whether you planned the number it will become.

7 Oct 2026 · 3 min read
Archery: read the wind, then ignore the flag
Game guide

Archery: read the wind, then ignore the flag

Six arrows, a changing crosswind, and gravity that never takes a round off. Scoring is a calibration exercise.

6 Oct 2026 · 3 min read
Football Champs: five penalties is a pattern game
Game guide

Football Champs: five penalties is a pattern game

Aim, power, and a keeper who reads you. Score more than the CPU by being boring in the right way.

5 Oct 2026 · 3 min read
Simon Says: your memory holds seven; give it a shape
Game guide

Simon Says: your memory holds seven; give it a shape

The sequence grows one pad per round. Raw repetition tops out around seven — chunking is how you get past it.

5 Oct 2026 · 3 min read
Tank Duel: a moving tank is hard to hit
Game guide

Tank Duel: a moving tank is hard to hit

Shells ricochet, health comes in quarters, and the turret follows your mouse. The game wants you to keep moving — so do it.

4 Oct 2026 · 3 min read
Reversi: the player with fewer discs is winning
Game guide

Reversi: the player with fewer discs is winning

Othello inverts every other board game: giving away discs is strength, taking them is risk. Corners decide everything.

3 Oct 2026 · 3 min read
Sky Hopper: stop tapping, start counting
Game guide

Sky Hopper: stop tapping, start counting

One-button games look like reflex tests. They are rhythm tests with a physics engine attached. Here is how to find your flap interval and keep it.

2 Oct 2026 · 3 min read
Draw Lines: spend ink on ramps, not decorations
Game guide

Draw Lines: spend ink on ramps, not decorations

A physics drawing puzzle with a limited ink budget. Every line you draw is a bet that gravity will do the boring work correctly.

2 Oct 2026 · 3 min read
Tower Defense: surviving eight waves on a starting budget
Game guide

Tower Defense: surviving eight waves on a starting budget

Twenty lives, eight waves, one road. The waves are not the problem — the first ninety seconds of spending are.

28 Sep 2026 · 4 min read
Block Cascade: how to stack so the board never gets dangerous
Game guide

Block Cascade: how to stack so the board never gets dangerous

Falling-block games are not about speed, they are about keeping one column empty and one well flat. A practical stacking system for beginners and lapsed players.

24 Sep 2026 · 4 min read
Golf Challenge: how to read a slope you cannot see
Game guide

Golf Challenge: how to read a slope you cannot see

Three holes, one drag control, walls that bounce you backwards. Putting here is 20 percent power and 80 percent aim.

21 Sep 2026 · 3 min read
Merge 2048: the corner method that actually holds up
Game guide

Merge 2048: the corner method that actually holds up

Most 2048 runs die in the same place: the board fills from the middle out. Here is the corner discipline that keeps a run alive past 2048.

18 Sep 2026 · 4 min read
Connect Four: the centre column is a threat, not a habit
Game guide

Connect Four: the centre column is a threat, not a habit

Dropping in the middle is good advice that stops being useful around move six. Here is what to do after both players know it.

15 Sep 2026 · 3 min read
Bullet Bounce: aiming at the reflection, not the target
Game guide

Bullet Bounce: aiming at the reflection, not the target

You get four walls per shot and a limited magazine. The whole game is geometry — and the geometry is easier than it looks.

11 Sep 2026 · 3 min read
Brick Master: the paddle edge is a steering wheel
Game guide

Brick Master: the paddle edge is a steering wheel

Where the ball hits the paddle matters more than where you move it. A short guide to angles, digging out, and the last brick.

9 Sep 2026 · 3 min read
Minesweeper: the logic behind 1-2-1, and when to guess
Game guide

Minesweeper: the logic behind 1-2-1, and when to guess

Most players flag by feel and die to a guess. Three deduction patterns cover the majority of real boards — and knowing when a position is genuinely 50/50 saves you from tilting.

5 Sep 2026 · 4 min read
Tic Tac Toe: why a draw is the only honest result
Game guide

Tic Tac Toe: why a draw is the only honest result

The game is solved — by both sides. Once you know the three rules that matter, you stop losing and start hunting the one trap that still exists.

2 Sep 2026 · 3 min read
↵ open first resultesc to close