100 Little Games

100 / 100 shipped — every one a unique mechanic and a unique look, one self-contained file, zero deps. Screenshots auto-captured by the QA playtester after simulated play.
Graveturn screenshot001

Graveturn

arcade

One-button runner: tap to flip gravity between floor and ceiling; gaps, spikes and closing doors demand precise flips. Speed ramps; score = distance. Controls: Space/click.

Neon silhouettes on a single-colour sunset gradient that slowly cycles hue; sharp geometric obstacles; bloom glow on the player.

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Game n=1, slug=graveturn, title "Graveturn". Read your entry in games.json and implement it as games/01-graveturn/index.html per the contract. One-button gravity-flip runner on a hue-cycling sunset gradient with neon silhouettes and bloom. Must feel alive: trail particles on the player, squash on flip, rising speed curve, distance score + best score.
Orbsling screenshot002

Orbsling

arcade

Hold to orbit a glowing planet, release to slingshot to the next one. Miss and you drift into the void. Fuel-free, timing-only; chained near-misses give combo multipliers. Controls: hold/release mouse or Space.

Deep-space black with luminous point planets, motion-trail arcs, faint starfield parallax, minimal white HUD.

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Game n=2, slug=orbsling, title "Orbsling". Read your entry in games.json and implement as games/02-orbsling/index.html per the contract. Hold-to-orbit / release-to-slingshot between glowing planets in deep space with motion-trail arcs and starfield parallax. Combo multipliers for close passes; death = drift into void with a slow-fade.
Chroma Gate screenshot003

Chroma Gate

arcade

Fly through gates that only accept your current colour; cycle your colour with keys between gates. Miss the colour = shatter. Increasing gate speed and double-gates. Controls: 1/2/3 or Up/Down to cycle, ship auto-flies.

Bauhaus: primary red/yellow/blue + black on cream, hard-edged rectangles, giant geometric typography.

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Game n=3, slug=chromegate, title "Chroma Gate". Read your entry in games.json and implement as games/03-chromegate/index.html per the contract. Bauhaus primaries on cream, hard geometric rectangles, giant geometric type. Ship auto-flies through gates that only accept your current colour; 1/2/3 or Up/Down cycles. Shatter effect on miss, speed ramp, double-gates later.
Chainpop screenshot004

Chainpop

arcade

Bubbles rise; click one to pop it and chain-pop its same-colour cluster. Clear the screen before the ceiling crushes you. Combos for one-click megapops. Controls: mouse.

Risograph duotone (fluorescent pink + blue) with halftone dot texture and misregistration offsets.

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Game n=4, slug=chainpop, title "Chainpop". Read your entry in games.json and implement as games/04-chainpop/index.html per the contract. Bubbles rise; click one to pop it and chain-pop its same-colour cluster. Clear the screen before the ceiling crushes you. Combos for one-click megapops. Art: risograph fluorescent pink+blue duotone with halftone dot texture and misregistration offsets.
Windheli screenshot005

Windheli

arcade

One-button helicopter threading drifting canyons; gusts (visible as streaks) push you sideways — bank them or fight them. Score = distance. Controls: hold for lift.

Layered paper-cutout sky: stacked matte paper hills in teal/apricot with visible paper edges and drop shadows.

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Game n=5, slug=windheli, title "Windheli". Read your entry in games.json and implement as games/05-windheli/index.html per the contract. One-button helicopter through drifting canyons with visible wind gusts (streak particles) that push you. Art: layered paper-cutout teal/apricot hills with visible paper edges and drop shadows. Distance score, near-miss bonus.
Slowdraw screenshot006

Slowdraw

arcade

High-noon duel: hold mouse to slow time to near-freeze while you aim a moving crosshair; release to fire. Opponents draw faster each round; you both die in one shot. Controls: mouse.

Sepia ink-wash sketchbook: crosshatched bandits, dust particles, one spot-red for the target ring.

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Game n=6, slug=slowdraw, title "Slowdraw". Read your entry in games.json and implement as games/06-slowdraw/index.html per the contract. High-noon duel: hold mouse to slow time while aiming a moving crosshair, release to fire; one-shot deaths both ways; opponents draw faster each round. Art: sepia ink-wash sketchbook, crosshatched bandits, dust particles, one spot-red target ring.
InviBreak screenshot007

InviBreak

arcade

Breakout inverted: YOU are the ball. Steer the paddle-bouncing orb through a brick maze; bricks crumble where you hit but some shove you back. Reach the bottom. Controls: mouse steers paddle, ball physics.

Four-tone DMG green (Game Boy): pure pixel blocks, dot-matrix score font, no other hues.

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Game n=7, slug=invibreak, title "InviBreak". Read your entry in games.json and implement as games/07-invibreak/index.html per the contract. Breakout inverted: YOU are the ball. Steer the paddle-bouncing orb through a brick maze; bricks crumble where you hit but some shove you back. Reach the bottom. Controls: mouse steers paddle, ball physics.
MagRace screenshot008

MagRace

arcade

Race a magnetic pod through a tube course: press to flip polarity so you attract to (or repel from) the glowing rails. Derail = reset to last checkpoint; timer for score. Controls: Space flips polarity.

Blueprint: cyan-white line art on royal blue grid, drafting annotations, dashed motion guides.

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Game n=8, slug="magrace", title "MagRace". Read your entry in games.json and implement as games/08-magrace/index.html per the contract. Magnetic pod racing through a tube course: Space flips polarity to attract/repel from glowing rails; checkpoints on crash; timer scores. Art: blueprint cyan-white line art on royal blue grid with drafting annotations and dashed motion guides.
Mimic Shadow screenshot009

Mimic Shadow

arcade

Control a hero whose shadow replays your moves 4 seconds later on a parallel hazard track. Both must survive simultaneously; plan your path twice. Controls: arrows.

Film noir: black/white high contrast, venetian-blind shadows, one deep crimson accent; 4:3 letterbox.

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Game n=9, slug=mimicshadow, title "Mimic Shadow". Read your entry in games.json and implement as games/09-mimicshadow/index.html per the contract. Control a hero whose shadow replays your moves 4 seconds later on a parallel hazard track. Both must survive simultaneously; plan your path twice. Controls: arrows.
Last Circle screenshot010

Last Circle

arcade

Your circle shrinks constantly; eat heat blobs to regrow. Incoming rival circles try to overlap and pop you. Survive longest; heat waves escalate. Controls: mouse to steer, Space for a shrinking dash.

Thermal-camera palette (black→blue→green→yellow→red) over a city-outline heatmap.

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Game n=10, slug=lastcircle, title "Last Circle". Read your entry in games.json and implement as games/10-lastcircle/index.html per the contract. Your circle constantly shrinks; eat heat blobs to regrow; incoming rival circles try to overlap and pop you. Survive longest; heat waves escalate. Controls: mouse to steer, Space for a shrinking dash.
Ghost Catapult screenshot011

Ghost Catapult

physics

Drag-launch a startled ghost from a rooftop catapult over a haunted house and into its grave. Ghost is near-weightless — updrafts and chandeliers change the flight. 12 handcrafted shots. Controls: drag-release.

Chalkboard: pastel chalk strokes on slate, chalk dust particles, hand-lettered labels.

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Game n=11, slug=ghostcatapult, title "Ghost Catapult". Read your entry in games.json and implement as games/11-ghostcatapult/index.html per the contract. Drag-launch a startled ghost from a rooftop catapult over a haunted house and into its grave. Ghost is near-weightless — updrafts and chandeliers change the flight. 12 handcrafted shots. Controls: drag-release.
Topple Town screenshot012

Topple Town

physics

Drop absurdly shaped rigid bodies (banana-boards, sawn spheres) onto a wobbling platform to build the tallest tower; each height milestone adds wind. Physics topple = game over; score = storeys. Controls: click to drop, move to aim.

Memphis design: squiggle-pattern pastel shapes, confetti triangles, bold sans-serif storey counter.

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Game n=12, slug=toppletown, title "Topple Town". Read your entry in games.json and implement as games/12-toppletown/index.html per the contract. Drop absurdly shaped rigid bodies (banana-boards, sawn spheres) onto a wobbling platform to build the tallest tower; each height milestone adds wind. Physics topple = game over; score = storeys. Controls: click to drop, move to aim.
Buoy screenshot013

Buoy

physics

Load crates, anchors and barrels onto a barge so it floats at the exact depth-mark needed to slide under each bridge and through the lock. Buoyancy sim; fewer loads = better score. Controls: drag items on/off.

Maritime: navy water gradient, safety orange, rivet-and-plate textures, porthole HUD.

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Game n=13, slug=buoy, title "Buoy". Read your entry in games.json and implement as games/13-buoy/index.html per the contract. Load crates, anchors and barrels onto a barge so it floats at the exact depth-mark needed to slide under each bridge and through the lock. Buoyancy sim; fewer loads = better score. Controls: drag items on/off.
Pendulum Parkour screenshot014

Pendulum Parkour

physics

Swing from anchor pegs — grab, arc, release — to cross a flooded temple. Momentum carries between swings; wrong release splashes you. Par time per level. Controls: hold to grab nearest peg, release to let go.

Ukiyo-e: woodblock wave curls, persimmon and indigo, paper grain, brush-stroke monkey.

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Game n=14, slug=penduparkour, title "Pendulum Parkour". Read your entry in games.json and implement as games/14-penduparkour/index.html per the contract. Swing from anchor pegs — grab, arc, release — to cross a flooded temple. Momentum carries between swings; wrong release splashes you. Par time per level. Controls: hold to grab nearest peg, release to let go.
Snip the Web screenshot015

Snip the Web

physics

Slice spider-silk threads so dew drops fall into leaf cups — drops splash, merge, and bounce off sticky nodes. Fewer slices = better score; webs snap back. Controls: mouse swipes slice.

Macro-photography feel: soft bokeh gradient background, glistening droplet speculars, silk as luminous thin lines.

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Game n=15, slug=snipweb, title "Snip the Web". Read your entry in games.json and implement as games/15-snipweb/index.html per the contract. Slice spider-silk threads so dew drops fall into leaf cups — drops splash, merge, and bounce off sticky nodes. Fewer slices = better score; webs snap back. Controls: mouse swipes slice.
Sandfall screenshot016

Sandfall

physics

Particles of coloured sand pour from the top; rotate baffles and gates to funnel each colour into its vial before overflow. Mix colours and you fail to fill pure. Controls: click baffles to rotate.

Kinetic sand: matte grainy textures in warm ochres/terracotta on cream, soft shadows.

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Game n=16, slug=sandsort, title "Sandfall". Read your entry in games.json and implement as games/16-sandsort/index.html per the contract. Coloured sand particles pour from the top; click to rotate baffles/gates funneling each colour into its vial before overflow; mixed colours fail the fill. Art: kinetic sand — matte grainy warm ochres/terracotta on cream, soft shadows. Cellular-automaton or particle-sand sim (keep ≤500 particles, fixed timestep).
Scale Keep screenshot017

Scale Keep

physics

A sleeping kraken wakes if the harbour balance-scale tips too far. Drag cargo onto the two pans so the beam stays within tolerance as tides add weight pulses. Controls: drag weights.

Victorian engraving: sepia cross-hatching on parchment, brass fittings, serif labels.

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Game n=17, slug=scaleskeep, title "Scale Keep". Read your entry in games.json and implement as games/17-scaleskeep/index.html per the contract. A sleeping kraken wakes if the harbour balance-scale tips too far. Drag cargo onto the two pans so the beam stays within tolerance as tides add weight pulses. Controls: drag weights. Art: Victorian engraving — sepia cross-hatching on parchment, brass fittings, serif labels. Torque/beam physics inline.
Magnabridge screenshot018

Magnabridge

physics

Cog-carts roll toward gaps; toggle the four electromagnets to raise/lay drawbridge plates and switch polarity to pull carts across. Sequence puzzle with live traffic. Controls: keys 1-4.

Isometric brass steampunk: polished gears, copper gradients, riveted plates on slate.

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Game n=18, slug=magnabridge, title "Magnabridge". Read your entry in games.json and implement as games/18-magnabridge/index.html per the contract. Cog-carts roll toward gaps; toggle the four electromagnets to raise/lay drawbridge plates and switch polarity to pull carts across. Sequence puzzle with live traffic. Controls: keys 1-4. Art: isometric brass steampunk — polished gears, copper gradients, riveted plates on slate.
Hexlight screenshot019

Hexlight

logic

Lights Out on a hex grid: toggling a tile ripples its six neighbours AND mirrors across the centre. All-on wins; fewer moves = more stars. 15 generated puzzles. Controls: click tiles.

Stained glass: jewel-tone leaded hexes with light shafts when lit, candle flicker ambience.

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Game n=19, slug=hexlight, title "Hexlight". Read your entry in games.json and implement as games/19-hexlight/index.html per the contract. Lights Out on a hex grid: toggling a tile ripples its six neighbours AND mirrors across the centre. All-on wins; fewer moves = more stars. 15 generated puzzles. Controls: click tiles. Art: stained-glass jewel-tone hexes with light shafts when lit, candle flicker ambience.
Pipe Sprint screenshot020

Pipe Sprint

logic

Rotate pipe tiles to connect the boiler to every outlet before the pressure gauge bursts. Leaks vent and slow you; level 2 adds junctions and check valves. Controls: click rotates, right-click locks.

Subway-map diagram: thick colour-coded lines on off-white, station-dot nodes, transit typeface.

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Game n=20, slug=pipesprint, title "Pipe Sprint". Read your entry in games.json and implement as games/20-pipesprint/index.html per the contract. Rotate pipes to connect the boiler to every outlet before a pressure timer bursts; leaks vent steam. Levels add junctions and check valves. Art: subway-map colour coding on off-white. Click rotates; flow/bfs connectivity per level.
Iceblock screenshot021

Iceblock

logic

Sokoban on ice: you and crates slide until hitting something. Push three crates onto ice-flowers and stop exactly on the exit pad yourself. 10 levels. Controls: arrows.

Frost minimal: white/blue negative space, aurora-gradient top band, glassy ice gloss on crates.

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Game n=21, slug=iceblock, title "Iceblock". Read your entry in games.json, implement as games/21-iceblock/index.html per the contract. Sokoban on ice: player AND crates slide until hitting something; push 3 crates onto ice-flowers and land yourself on the exit pad; 10 hand-laid solvable levels. Art: frost minimal — white/blue negative space, aurora-gradient top band, glassy gloss on crates. Sliding must feel slippery (trail streaks, wind whoosh easing).
Portal Link screenshot022

Portal Link

logic

Connect matching dots with wires; wires may teleport through numbered portal pairs but never cross each other. Route puzzle with growing tangles. Controls: drag from dot to dot.

Conspiracy evidence board: corkboard texture, red string pins, polaroid-style node cards.

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Game n=22, slug=portallink, title "Portal Link". Read your entry in games.json, implement as games/22-portallink/index.html per the contract. Drag wires between matching dots; wires may teleport through numbered portal pairs; wires never cross; levels add portals/tangles. Art: conspiracy evidence board — corkboard texture, red string with pins, polaroid node cards. Hand-drawn string sag, pin glints.
Chroma Merge screenshot023

Chroma Merge

logic

2048 with pigments: sliding merges R+Y=O, Y+B=G etc. following a real colour wheel; produce the legendary seventh hue. Board saturates as you progress. Controls: arrows/swipe.

Swiss grid: pure pigment circles on chalk white, Helvetica-style numerals, colour wheel legend card.

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Game n=23, slug=colormerge2048, title "Chroma Merge". Read your entry in games.json, implement as games/23-colormerge2048/index.html per the contract. 2048 with pigment mixing: R+Y=O, Y+B=G, R+B=P etc. per a colour-wheel legend card; produce the seventh hue to win. Arrows/swipe. Art: Swiss grid — pure pigment circles on chalk white, Helvetica numerals. Merge must burst with paint splats and the tile glow-saturating as board progresses.
Hanoi Garden screenshot024

Hanoi Garden

logic

Towers of Hanoi with bonsai pots: move the stack, one pot at a time, never a wider onto narrower. Zen mode adds falling petals and a breath timer for bonus stars. Controls: drag top pot.

Sumi-e: ink brush strokes on rice paper, gold-leaf accents, minimalist garden stones.

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Game n=24, slug=hanoiden, title "Hanoi Garden". Read your entry in games.json, implement as games/24-hanoi…index.html per the contract (dir is games/24-hanoiden/). Towers of Hanoi with stacked bonsai pots — drag top pot, never wider-on-narrower; 5-8 disks; zen petal fall + optional breath-timer for bonus stars. Art: sumi-e ink on rice paper, gold-leaf accents, garden stones. Smooth arc-animated drags.
Wordmind screenshot025

Wordmind

logic

Mastermind with words: crack the secret 4-letter word from grey/yellow/green tile feedback; each cracked code unlocks a harder dictionary tier. Controls: type + enter.

Letterpress print shop: chunky wood-type tiles with ink imperfection, paper press marks, workshop grid.

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Game n=25, slug=wordmind, title "Wordmind". Read your entry in games.json, implement as games/25-wordmind/index.html per the contract. Mastermind with words: crack a secret 4-letter word via grey/yellow/green tile feedback; tiers of harder dictionaries. Type+enter. Art: letterpress print shop — chunky wood-type tiles with ink imperfection, press marks, workshop grid. Tiles stamp down with ink-squash on entry.
Dice Sweep screenshot026

Dice Sweep

logic

Minesweeper on a field of 3D dice: the pip sum on all visible dice must match the number shown on the die face pointing up at you — deduce which dice hide mines. Controls: click reveals, long-press flags.

Casino: deep felt green, ivory dice with engraved pips, chip-stack timer.

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Game n=26, slug=dicecweep, title "Dice Sweep". Read your entry in games.json, implement as games/26-dicecweep/index.html per the contract. Minesweeper on a field of 3D dice: the pip-sum of all REVEALED dice must equal the face pointing up at you; deduce which hidden dice are mines; flag with long-press/right-click. 6-10 boards growing in size. Art: casino — deep felt green, ivory engraved-pip dice, chip-stack timer. Render dice as real 3D-ish cubes with top face readable.
Slide Wright screenshot027

Slide Wright

logic

Sliding 15-puzzle where numbers are replaced by window-panes of a stained-glass rose window — solve by sight, not order. Hidden move counter awards saints' medals. Controls: click a tile next to the gap.

Mosaic: leaded glass segments, candlelight glow that grows as the picture completes.

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Game n=27, slug=slidewrong, title "Slide Wright". Read your entry in games.json, implement as games/27-slidewrong/index.html per the contract. 15-puzzle where each tile is a segment of a stained-glass rose window — solve by sight. Move counter awards medals. Art: mosaic leaded glass; candlelight glow GROWS as the picture completes. Ensure generated scrambles are solvable (even-permutation scrambles from solved).
Gridlock screenshot028

Gridlock

logic

Unblock Me: slide cars (only along their axis) out of the jam so the ice-cream van escapes. 30 levels, jam density grows. Controls: drag cars.

Top-down toy lot: pastel cars on warm asphalt with painted lane markings, tiny shadows, toy-squeak vibe.

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Game n=28, slug=trafficjam, title "Gridlock". Read your entry in games.json, implement as games/28-trafficjam/index.html per the contract. Unblock-Me: slide cars only along their axis to free the ice-cream van; 25-30 levels growing in density; level select unlocks progressively. Art: top-down toy lot — pastel cars on warm asphalt, painted lane marks, tiny shadows, squeaky toy vibe. Cars must drag smoothly with snap-to-grid.
Binarize screenshot029

Binarize

logic

Binary puzzle with an extra law: every 2x2 block must contain an odd number of filled cells too. Fill the grid with 0/1 under row/column rules. Controls: click toggles.

CRT terminal: phosphor green glyphs on near-black, scanlines, cursor hum, flicker on errors.

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Game n=29, slug=binarize, title "Binarize". Read your entry in games.json, implement as games/29-binarize/index.html per the contract. Binary puzzle (no 3-in-a-row, equal 0/1 per row/col) PLUS extra law: every 2x2 block has odd filled count. Click toggles; contradiction flashes and shakes. Generated puzzles must be uniquely solvable (verify with a small backtracking solver at gen time). Art: CRT phosphor green on near-black, scanlines, cursor hum.
Flow Vines screenshot030

Flow Vines

logic

One arrow-key press grows ALL vines of the pressed direction simultaneously. Grow each coloured vine to its flower target without self-crossing. Puzzle box per level. Controls: arrows.

Botanical illustration: cream parchment, ink-stippled leaves, watercolour blooms.

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Game n=30, slug=flowvines, title "Flow Vines". Read your entry in games.json, implement as games/30-flowvines/index.html per the contract. One arrow press grows ALL vines of that colour that direction simultaneously; reach every flower target without self/mutual crossing; 12 puzzle boxes. Art: botanical illustration — cream parchment, ink stipple, watercolour blooms unfurling on arrival.
Typewave screenshot031

Typewave

word

Words roll in as tsunami waves; typing one destroys it. Typos splash damage on your seawall — break it and the town floods. Boss waves are long words. Controls: type.

Synthwave: magenta/cyan grid horizon, chrome text, glitch bursts on hits.

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Game n=31, slug=typewar, title "Typewave". Read your entry in games.json, implement as games/31-typewar/index.html per the contract. Words roll in as tsunami waves; typing one destroys it; typos splash damage on your seawall; break it and town floods; boss waves are long words. Art: synthwave magenta/cyan grid horizon, chrome text, glitch bursts. Embedded word list inline.
Bogblit screenshot032

Bogblit

word

Letter-rain Tetris: falling tiles pile up; chain adjacent letters into words (mouse path) to clear rows before the pile tops out. Words must be real. Controls: drag letter path + enter.

Vintage board-game: warm wood-letter tiles with point values, baize-green table felt.

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Game n=32, slug=bogblit, title "Bogblit". Read your entry in games.json, implement as games/32-bogblit/index.html per the contract. Letter-rain Tetris: falling letter tiles pile up; drag a path through adjacent letters to spell real words and clear the rows they occupied; pile tops out = loss. Art: vintage board-game — warm wood letter tiles with point values on baize-green felt. Validate words against an embedded inline dictionary (~800 common words).
Near Miss screenshot033

Near Miss

word

Guess a secret word; each guess is scored by semantic closeness (a hand-built word-web) as a thermometer from freezing to boiling. 6 guesses, hot/cold chain clues. Controls: type.

Mid-century thermometer: mustard/teal retro UI, giant temperature dial, atomic-age shapes.

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Game n=33, slug=nearmiss, title "Near Miss". Read your entry in games.json, implement as games/33-nearmiss/index.html per the contract. Guess a secret word; each guess scored by semantic closeness via a hand-built word-web you embed (25-40 target words, each with ~8 related guesses + closeness values); thermometer from freezing to boiling; 6 guesses; hot/cold chain clues. Art: mid-century mustard/teal retro UI, giant temperature dial, atomic-age shapes. If the player's word is outside the web, compare via shared-web membership (Jaccard) and label it approximate.
Anagram Rush screenshot034

Anagram Rush

word

Chaos kitchen: order tickets show scrambled letters; type the real dish before the pan burns (flames reach the ticket). Streaks fire the wok combo. Controls: type.

Diner: neon script sign, black-white checker floor, ticket-paper strips, chrome accents.

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Game n=34, slug=anagramrush, title "Anagram Rush". Read your entry in games.json, implement as games/34-anagramrush/index.html per the contract. Chaos kitchen: order tickets show scrambled dish names; type the real name before the pan burns (flames rise per round); streaks fire wok combo multiplier. Art: diner neon sign, black-white checker floor, ticket-paper strips, chrome.
Word Ladder screenshot035

Word Ladder

word

Climb cat→dog (pairs change each run) by altering one letter per rung; every intermediate must be a real word. Hints cost rungs. Controls: type.

Alchemy lab: aged parchment, brass ladder rungs, ink-bottle mana for hints.

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Game n=35, slug=wordladder, title "Word Ladder". Read your entry in games.json, implement as games/35-wordladder/index.html per the contract. Climb word pairs (cat→dog, lead→gold...) changing one letter per rung, all rungs real words; hints consume rungs; win = reach top rung. Art: alchemy lab — parchment, brass ladder rungs, ink-bottle hint mana. Embed ladders as data so validation is offline and reliable.
Reverse screenshot036

Reverse

word

A word flashes; type its opposite. Correct answers shrink the timer bar; mistakes add gravity and flip the screen upside-down for 3s. Controls: type.

Yin split: stark black/white diagonal canvas, single Helvetica word type that morphs on hit.

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Game n=36, slug=opposites, title "Reverse". Read your entry in games.json, implement as games/36-opposites/index.html per the contract. A word flashes; type its antonym; correct answers grow the timer; mistakes add gravity and flip the screen upside-down 3s; tempo escalates. Art: yin split — stark black/white diagonal canvas, single Helvetica word that morphs on hit. Embed 120+ antonym pairs inline.
Pad Slap screenshot037

Pad Slap

rhythm

4x4 launchpad grid: a phrase of pads lights on the beat; replay it with perfect timing. Call-and-response rounds grow; tight timing = glow-up score. Controls: D F J K + arrows.

Club LED: pure black, glowing round pads with light halos, EQ-bar skyline, strobe on combo.

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Game n=37, slug=padslap, title "Pad Slap". Read your entry in games.json, implement as games/37-padslap/index.html per the contract. 4x4 launchpad: a phrase of pads lights ON THE BEAT of your generated WebAudio 4-on-the-floor groove; replay it with timing graded (perfect/good/late); rounds grow. Art: club LED — pure black, glowing round pads with halos, EQ skyline, strobe on combo. Keys DFJK+arrows per manifest.
Echo Tone screenshot038

Echo Tone

rhythm

Simon with deep-sea tones: repeat the growing melody; each note blooms and fades, and late echoes distort the cue. Survive 12 notes. Controls: click jellyfish.

Abyssal bioluminescence: near-black water, glowing jellyfish creatures each with its own colour/glow pattern.

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Game n=38, slug=echotone, title "Echo Tone". Read your entry in games.json, implement as games/38-echotone/index.html per the contract. Simon with deep-sea tones: repeat the growing melody; each jellyfish note blooms with a decaying echo that visually distorts the NEXT cue (drifting, fading) — memory of sound+light; 12 notes to win. Art: abyssal bioluminescence — near-black water, glowing jellyfish each own colour/glow. Synthesize distinct pitches per jellyfish.
Beat Dodge screenshot039

Beat Dodge

rhythm

Obstacles spawn strictly on beat; dodge left/right/jump to the pulse. Missing the rhythm gets you hit; the track builds with new layers per bar. Controls: arrows.

VHS glitch: pixel art with chromatic aberration, tape-warp bands, scanline hum.

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Game n=39, slug=beatdodge, title "Beat Dodge". Read your entry in games.json, implement as games/39-beatdodge/index.html per the contract. Lane runner: obstacles spawn EXACTLY on beats of your generated WebAudio track (which builds layers per bar); 3 lanes + jump; miss the rhythm, get hit; score = bars survived + near-miss combos. Art: VHS glitch pixel — chromatic aberration, tape-warp bands, scanlines. Keys: arrows.
Cue Match screenshot040

Cue Match

rhythm

A target waveform scrolls on top; drag gain/EQ sliders on yours until the two trace perfectly. Accuracy scored per track; harder tracks = more wobble. Controls: drag sliders.

Vinyl booth: black lacquer, silver tonearm, oscilloscope-green waves, turntable spin.

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Game n=40, slug=djcues, title "Cue Match". Read your entry in games.json, implement as games/40-djcues/index.html per the contract. Target waveform scrolls on top; drag your own sliders (gain, EQ bands, tempo nudge) until your synthesized trace matches the target — accuracy scored per track, wobbling targets on later tracks. Art: vinyl booth — black lacquer, silver tonearm, oscilloscope-green waves, spinning turntable. Draw both waveforms live; audio is optional but waveforms mandatory.
Heartbeat screenshot041

Heartbeat

rhythm

The guard walks to his own heartbeat. You may only move during the thump-beats — cross the hall while invisible in the beats' shadow. Sneak, don't sprint. Controls: Space to move, arrows to pick lane.

Medical x-ray: grayscale bones/ribcage vignettes, one pulsing red heart, rib-bar foreground.

PLAY ▶
prompt used
Game n=41, slug=heartstealth, title "Heartbeat". Read your entry in games.json, implement as games/41-heartstealth/index.html per the contract. The guard walks to his own heartbeat; you may only MOVE on the thump-beats; cross the hall lanes unseen. Art: medical x-ray grayscale ribs/vertebrae vignettes, one pulsing red heart, rib-bar foreground, ECG-line HUD showing the beat window. Audible heartbeat + visual pulse must sync precisely (dt-clock based).
Calmer screenshot042

Calmer

rhythm

Lightning strikes across the valley; strike the temple bell between flash and thunder to cancel the bolt. Timing window shrinks; wrong tolls worsen the storm. Controls: Space.

Ink-wash storm: layered sumi-e greys, gold-leaf bell, rain-line texture, distant indigo mountains.

PLAY ▶
prompt used
Game n=42, slug=thundercalm, title "Calmer". Read your entry in games.json, implement as games/42-thundercalm/index.html per the contract. Lightning strikes across the valley; toll the temple bell in the window BETWEEN flash and thunder (audio delay you synthesize: rumble after flash with realistic seconds gap) to cancel the bolt; wrong tolls worsen storm; window shrinks. Art: layered sumi-e greys, gold-leaf bell, rain lines, indigo mountains.
Ant War screenshot043

Ant War

strategy

Real-time ant skirmish: lay pheromone trails to steer which lane your ants reinforce, counter the enemy queen's spawns, crack her nest. Rock-paper-scissors ant castes. Controls: click to dig trails.

Macro soil cross-section: amber earth strata, root hairs, sunbeam through glass.

PLAY ▶
prompt used
Game n=43, slug=antwar, title "Ant War". Read your entry in games.json, implement as games/43-antwar/index.html per the contract. Real-time ant skirmish: click soil to lay pheromone trails steering which lanes your ants reinforce; 3 castes counter rock-paper-scissors style; break the enemy queen's nest while defending yours. Art: macro soil cross-section — amber earth strata, root hairs, sunbeam through glass. Unit sim with simple steering behaviors.
Hex Claim screenshot044

Hex Claim

strategy

Claim hexes each turn; capture enemy hexes by surrounding, win by linking your two home edges. AI plays a mean expansionist. Controls: click hexes.

Watercolour campaign map: wet-on-wet blue vs vermillion washes, brush-outline borders, paper texture.

PLAY ▶
prompt used
Game n=44, slug=hexclaim, title "Hex Claim". Read your entry in games.json, implement as games/44-hexclaim/index.html per the contract. Alternate-turn hex territory: claim hexes, capture enemy clusters by surrounding, WIN by linking your two home edges; competent AI expansionist with edge-blocks. Art: watercolour campaign map — wet-on-wet blue vs vermillion washes, brush borders, paper texture, ink-spread animation on claims.
Lane Beasts screenshot045

Lane Beasts

strategy

Three-lane lane-push card duel vs AI: deploy beasts that counter by type (claw>slime>wing>claw), spend mana each wave, break the enemy totem. Controls: click card then lane.

Trading-card foil: holographic sheen on creature cards, beveled borders, gem-mana crystals.

PLAY ▶
prompt used
Game n=45, slug=lanebeasts, title "Lane Beasts". Read your entry in games.json, implement as games/45-lanebeasts/index.html per the contract. Three-lane card duel vs AI: deploy beasts countering claw>slime>wing>claw, spend per-wave mana, whittle the enemy totem; AI telegraphs next deploys. Art: TCG foil — holographic sheen sweep on cards, beveled borders, gem-mana crystals, creature clash bursts.
Dragon's Hoard screenshot046

Dragon's Hoard

strategy

Push-your-luck: peek, buy rerolls or press deeper into the dragon's vault one room at a time; bank gold safely or greed and risk the wake meter. Controls: click decisions.

Candlelit dungeon tiles: stone grays with one warm flame light, dice-and-token UI, shadowed dragon eye.

PLAY ▶
prompt used
Game n=46, slug=dungeonpush, title "Dragon's Hoard". Read your entry in games.json, implement as games/46-dungeonpush/index.html per the contract. Push-your-luck: per room choose peek/buy-reroll/press-deeper or bank gold; wake meter rises with greed; if the dragon wakes you flee or lose carried loot. Meta: survive N runs to beat a gold target. Art: candlelit dungeon tiles, one warm flame light, dice/token UI, shadowed dragon eye growing brighter as wake rises.
One Card Duel screenshot047

One Card Duel

strategy

Best-of-7 duel with one hand of 3 cards (attack/guard/feint): feints fake your tell; read the sorcerer's tells (they evolve across rounds). Controls: 1/2/3.

Tarot occult: black cards with 24k-gilt linework, eye and moon motifs, candle smoke.

PLAY ▶
prompt used
Game n=47, slug=onecardduel, title "One Card Duel". Read your entry in games.json, implement as games/47-onecardduel/index.html per the contract. Best-of-7 duel, hand = attack/guard/feint; feints fake your tell; the sorcerer's AI tells (twitch animations) evolve across rounds — reading them is the game. Art: tarot occult — black cards, 24k gilt linework, eye/moon motifs, candle smoke. Show tells visibly but subtly.
Atari+ screenshot048

Atari+

strategy

9x9 Go capture race vs AI — plus two one-use powers each: a ko-break stone and a swap-stone. Territory or capture, win either way. Controls: click points.

Tatami & stone: woven straw mat, polished komo shells with specular, lacquered tray.

PLAY ▶
prompt used
Game n=48, slug=atariplus, title "Atari+". Read your entry in games.json, implement as games/48-atariplus/index.html per the contract. 9x9 Go capture race vs AI plus two one-use powers per player: ko-break stone and swap-stone. Implement capture-by-liberties correctly (flood fill), suicide rule, ko ban; win by capturing 10 stones OR controlling more territory at pass-pass. AI: heuristics (capture/save/atari), not random. Art: tatami weave, polished komo stones with speculars, lacquered tray.
Tug Chess screenshot049

Tug Chess

strategy

Chess pieces arm-wrestle on capture: each piece has STR/PWR; capture = drag-out tug minigame where you alternate key mashes vs AI stamina. Checkmate still wins outright. Controls: click move, then mash both hands alternately.

Constructivist: red/black/cream geometric posters, bold diagonal typography, propaganda sunburst.

PLAY ▶
prompt used
Game n=49, slug=tugchess, title "Tug Chess". Read your entry in games.json, implement as games/49-tugchess/index.html per the contract. Chess with capture-as-arm-wrestle: standard moves (validate legal piece moves incl. check), but each capture opens a tug minigame — alternate your two keys vs AI stamina; lose the tug and the capture fails (attacker retreats). Checkmate still wins. Art: constructivist red/black/cream posters, diagonal type, sunbursts; pieces as bold silhouettes.
Siege Shift screenshot050

Siege Shift

strategy

Between enemy volleys, run to damaged wall tiles and repair them; while volleys fly, operate the catapult to break their towers. Two jobs, one shift. Controls: click spot to run, drag to aim catapult.

Illuminated manuscript: vellum, gold-leaf marginalia, flat heraldic figures, vermilion ink.

PLAY ▶
prompt used
Game n=50, slug=siegework, title "Siege Shift". Read your entry in games.json, implement as games/50-siegework/index.html per the contract. Phase loop: between enemy volleys run to cracked wall tiles and repair them; during volleys operate the catapult (drag-aim) to break enemy towers; missed repairs fall and let siege towers dock = lose. Art: illuminated manuscript — vellum, gold-leaf marginalia, flat heraldic figures, vermilion ink.
Clocktower screenshot051

Clocktower

cards

Clock Patience: deal a real deck into 12 hour positions; build up from ace to king by suit around the dial; free cells let you pivot strategy. Can you fill the clock before kings pile in the center? Controls: drag.

Gothic clockface: brass gears, aged ivory dial, Roman numerals, pendulum swing background.

PLAY ▶
prompt used
Game n=51, slug=clocktower, title "Clocktower". Read your entry in games.json, implement as games/51-clocktower/index.html per the contract. Clock Patience solitaire: deal a 52-card deck into 12 hour positions; build up ace→king by suit; free cells; kings collect at center = lose if deck exhausts first. Full solitaire rules implemented; win probability honest. Art: gothic clockface, brass gears turning idle-anim, aged ivory dial, Roman numerals, pendulum swing.
Monster Blackjack screenshot052

Monster Blackjack

cards

Blackjack where the dealer is a monster with 21 minus its hidden heart-count; hit/stand to match exactly — busting a monster's weak spot crits it. Defeat 8 monsters. Controls: click hit/stand, wager mana.

Burton Gothic: lavender night, spiral hills, stitched-stuffing monsters, thin-limb elegance.

PLAY ▶
prompt used
Game n=52, slug=monsterjack, title "Monster Blackjack". Read your entry in games.json, implement as games/52-monsterjack/index.html per the contract. Blackjack vs a monster dealer whose hit-number is 21 minus hidden hearts; hit/stand to match exactly; bust = monster counterattacks your HP; wager mana; defeat 8 monsters with distinct tell animations. Correct blackjack math (deck, busts, dealer rules). Art: Burton-Gothic lavender night, spiral hills, stitched monsters, thin limbs.
Set Spot screenshot053

Set Spot

cards

Real-time SET: pick triplets (all same or all different across shape/pattern/fill/colour) from a grid before the timer drains. Wrong picks freeze you. Controls: click three cards.

Pop art: ben-day dot fields, candy primaries, comic 'POW' bursts on correct sets.

PLAY ▶
prompt used
Game n=53, slug=spotset, title "Set Spot". Read your entry in games.json, implement as games/53-spotset/index.html per the contract. Real-time SET: 12-card grid of 4 attributes ×3 values; click 3 cards that are all-same-or-all-different per attribute; timer drains, correct triplets refill + combo multiplier, wrong picks freeze briefly. Verify triplets with correct SET algorithm; guarantee at least one set exists on refills. Art: pop-art benday dots, candy primaries, POW bursts.
Dominoor screenshot054

Dominoor

cards

Branching domino chains: match pips to extend castle-gate domino arms simultaneously — a branch that deadlocks collapses the gate. Greedy plays risk the trunk. Controls: drag tiles onto ends.

Bone & moody: ivory dominoes with engraved pips on walnut table, single candlelight source.

PLAY ▶
prompt used
Game n=54, slug=domidor, title "Dominoor". Read your entry in games.json, implement as games/54-domidor/index.html per the contract. Branching domino chains: a trunk chain meets castle-gate arms that demand matching pips; drag tiles from your hand onto open ends; a branch that deadlocks collapses the gate — plan greedy vs safe; 10 levels, hand tiles drawn from a real double-six set. Art: bone ivory, engraved pips, walnut table, single candlelight.
War of Words screenshot055

War of Words

cards

War (the card game) turbo-charged: on ties, a WAR erupts — first to click the flashing battle card wins the pile; power cards (Joker, Inquisition) flip whole rows. Controls: click fast, hold to play powers.

Playing-card heraldry: crimson/ivory court suits, gold filigree borders, wax-seal score.

PLAY ▶
prompt used
Game n=55, slug=warcards, title "War of Words". Read your entry in games.json, implement as games/55-warcards/index.html per the contract. Turbo War: flip battle cards, higher takes pile; ties erupt WAR — first-to-click the flashing card wins the pile (vs AI reaction speed); power cards (Joker beats all, Inquisition flips 3 rows) on cooldown. First to 52 cards wins. Art: crimson/ivory heraldry, gold filigree, wax-seal score.
Draw a Body screenshot056

Draw a Body

drawing

A fragile egg must reach the nest. Draw wheels, struts, wings — your sketch becomes a rigid-body contraption that rolls/falls through the level. Fewer ink = more stars. Controls: draw with mouse.

Notebook margin doodle: lined-paper canvas, pencil-texture strokes, coffee-ring corner.

PLAY ▶
prompt used
Game n=56, slug=drawbody, title "Draw a Body". Read your entry in games.json, implement as games/56-drawbody/index.html per the contract. Draw pencil strokes; they become rigid bodies carrying a fragile egg from cliff to nest below; wheels circles auto-become wheels if sized right; distance traveled + ink used scored; 8 levels of terrain; egg cracks on hard impacts. Hand-roll a minimal verlet/rigid stroke sim (segments + circles, constraints, ground collision) — must feel physical. Art: notebook margin doodles on lined paper, pencil texture, coffee-ring corner.
Mirror Ink screenshot057

Mirror Ink

drawing

Paint one half of a creature; the mirror half completes it — then your inkblot breathes, walks and reacts to your style (big blobs = slow giant). Gallery keeps your creatures. Controls: mouse paint.

Rorschach: black ink on cream card, fold-bleed edges, symmetric smudges, clinical card frame.

PLAY ▶
prompt used
Game n=57, slug=mirrorink, title "Mirror Ink". Read your entry in games.json, implement as games/57-mirrorink/index.html per the contract. Paint one half on folded cream card; unfold reveals mirrored creature that breathes, wanders and reacts to your blobs (big=slow giant, many=skittish); ink bleed edges; gallery strip of past creatures. Art: Rorschach — black ink on cream, fold-line bleed, clinical card frame.
Flood Canvas screenshot058

Flood Canvas

drawing

Flood-It on a painter's canvas: pick pigments to flood-spread colour from your brush corner, finish the masterpiece under par strokes; gallery of target paintings. Controls: click palette.

Paint-splatter studio: thick impasto patches, turpentine swirls, wooden palette UI.

PLAY ▶
prompt used
Game n=58, slug=flooditart, title "Flood Canvas". Read your entry in games.json, implement as games/58-flooditart/index.html per the contract. Flood-It on a painter's canvas: from brush corner, pick pigments to flood-spread; match par strokes for 3 stars; gallery of 15 generated target paintings (procedural patches, always solvable within generous par). Art: paint-splatter studio — impasto patches with brush texture, turpentine swirls, wooden palette UI.
Constella screenshot059

Constella

drawing

Connect stars in numbered order; complete constellations animate and fly across a generative night sky while you start the next — endless zen with rare shooting-star bonus. Controls: click stars.

Celestial atlas: midnight-navy vellum, gold stars, quill-line connections, zodiac marginalia.

PLAY ▶
prompt used
Game n=59, slug=constelle, title "Constella". Read your entry in games.json, implement as games/59-constelle/index.html per the contract. Connect 8-14 stars in numbered order; finished constellation animates (lines ignite, figure silhouette flashes) then sails across the generative night sky as ambient while the next begins; chain score + shooting-star rare bonus. Stars twinkle, sky has nebula gradients. Art: celestial atlas — midnight-navy vellum, gold stars, quill-line connections, zodiac marginalia.
One Stroke screenshot060

One Stroke

drawing

Every petal must be traced exactly once without lifting the pen (Euler path). Ink flows; misjudged crossings restart the bloom. 20 hand-laid blooms. Controls: drag path.

Line-art minimal: single-weight ink lines on blush paper, one watercolour bloom-fill as reward.

PLAY ▶
prompt used
Game n=60, slug=onestroke, title "One Stroke". Read your entry in games.json, implement as games/60-onestroke/index.html per the contract. Trace a flower line-drawing's edges exactly once without lifting the pen: the level graph MUST have an Euler path (generate graphs by mirroring paths so it exists); ink flows behind cursor, dead ends reset the bloom with an ink-splat; 18 handcrafted-by-generator blooms. Art: line-art minimal — single-weight ink lines on blush paper, watercolour fill washes in as reward.
Terrarium Tycoon screenshot061

Terrarium Tycoon

idle

Idle ant farm: click to dig tunnels, ants auto-excavate and haul; balance humidity/food dials while a queen slowly lays. Prestige = a bigger jar. Controls: click sand.

Cutaway diorama: glass jar sheen, layered sand gradients, visible ant anatomy close-up.

PLAY ▶
prompt used
Game n=61, slug=antfarm, title "Terrarium Tycoon". Read your entry in games.json, implement as games/61-antfarm/index.html per the contract. Idle ant farm: click sand to dig tunnels, ants auto-excavate and haul grains, queen lays over time; humidity/food dials drift and must be kept in bands; prestige = bigger jar with multiplier. Art: cutaway diorama — glass jar sheen, layered sand gradients, close-up ant anatomy, tiny dust motes in sunbeam.
Bakery Dash screenshot062

Bakery Dash

idle

Queue management: customers order; bake croissants (timing bars), brew coffee, seat regulars before patience evaporates. Daily revenue upgrades the oven. Controls: click stations.

Parisian pastel: mint-tiled counters, awning stripes, hand-lettered chalkboard menu.

PLAY ▶
prompt used
Game n=62, slug=bakeryqueue, title "Bakery Dash". Read your entry in games.json, implement as games/62-bakeryqueue/index.html per the contract. Queue management: customers order; click stations to bake (timing-bar skill shots), brew coffee, seat regulars before patience evaporates; daily revenue buys oven upgrades; 7 days = win. Art: Parisian pastel — mint-tiled counters, awning stripes, hand-lettered chalkboard menu, steam wisps idle-animating.
Volcano Tamer screenshot063

Volcano Tamer

idle

Pressure vents bubble; plug the right vent with the right-sized stone (size-matching + timing) so the volcano simmers instead of erupting. Eruptions level your village — rebuild and keep taming. Controls: click vents, press 1/2/3 for stone size.

Pixel-arcade: obsidian black blocks, animated lava glow, ember particles, chunky UI hearts.

PLAY ▶
prompt used
Game n=63, slug=volcanotame, title "Volcano Tamer". Read your entry in games.json, implement as games/63-volcanotame/index.html per the contract. Pressure vents bubble; plug the right vent with the right-sized stone (size-matching + timing, keys 1/2/3) so the volcano simmers instead of erupting; eruptions damage the village (3 hearts); waves escalate; survive = win. Art: pixel-arcade obsidian black blocks, animated lava glow, ember particles, chunky heart UI.
Tidepool screenshot064

Tidepool

idle

Ecosystem balancer: drag species (algae, snails, fish, herons) into a rock pool; population arcs simulate each minute. Survive 10 days without a crash; rare species unlock. Controls: drag species.

Watercolour aqua: wet paper blooms for water, ink-fine creatures, sun-dappled shallows.

PLAY ▶
prompt used
Game n=64, slug=tidepool, title "Tidepool". Read your entry in games.json, implement as games/64-tidepool/index.html per the contract. Ecosystem balancer: drag species (algae, snails, fish, herons) into a rock pool; population arcs simulate each minute (predator-prey + resources with noise); survive 10 days without a crash; rare species unlock. Show readable population sparklines. Art: watercolour aqua — wet paper blooms for water, ink-fine creatures, sun-dappled shallows.
Void Appetite screenshot065

Void Appetite

idle

Steer a tiny black hole around a city block eating objects strictly smallest→largest (litter, then bikes, then cars...). Wrong-size hits spit you back with gravity recoil. Grow until the whole block is gone. Controls: drag to move.

Line-void: everything outlined in chalk-white on black, the hole a perfect Vantablack disc with lensing ring.

PLAY ▶
prompt used
Game n=65, slug=blackholefeed, title "Void Appetite". Read your entry in games.json, implement as games/65-blackholefeed/index.html per the contract. Steer a black hole (drag) around a city block eating objects strictly smallest→largest via a size queue; wrong-size hits spit you back with gravity recoil; grow until the whole block is gone; timer scores. Art: chalk-white line outlines on black; the hole a perfect Vantablack disc with lensing/accretion shimmer.
Bloom screenshot066

Bloom

idle

The sun moves; your tap drops a sunspot on one plant. Water, light, and shade decide which seeds sprout; the garden keeps growing while idle. Collect rare hybrids. Controls: tap.

Cottage cross-stitch: fabric-weave canvas, stitched petals, thread-bundle menu, sampler border.

PLAY ▶
prompt used
Game n=66, slug=onetapgarden, title "Bloom". Read your entry in games.json, implement as games/66-onetapgarden/index.html per the contract. The sun moves; each tap drops one sunspot beam on a plant; water, light and shade decide which seeds sprout and grow; idle growth continues; rare hybrid flowers from adjacency combos; collection album. Art: cottage cross-stitch — fabric-weave canvas, stitched petals, thread-bundle menu, sampler border; stitches animate in as flowers grow.
Fog Keeper screenshot067

Fog Keeper

stealth

Rotate the lighthouse beam to guide three ships into port while the kraken hunts the beam's eye. Kill the light too long and ships wreck; too bright and it finds you. Controls: drag beam angle.

Hopper gloaming: teal fog, lone warm lamp cone, silhouetted headland, oil-painting grain.

PLAY ▶
prompt used
Game n=67, slug=fogkeeper, title "Fog Keeper". Read your entry in games.json, implement as games/67-fogkeeper/index.html per the contract. Rotate the lighthouse beam (drag) to guide three ships into port through fog while the kraken hunts the beam's eye; kill the light too long and ships wreck; keep it lit and it surfaces. Art: Hopper gloaming — teal fog, lone warm lamp cone cutting volumetric rays, silhouetted headland, oil-painting grain.
Sonar Hunt screenshot068

Sonar Hunt

stealth

Dark field; each sonar ping reveals a momentary ring of the fox's position — triangulate three pings before it slips the net. The fox learns to dodge your ping habit. Controls: click pings, drag net.

Radar-night: black with green rings and noise, sweeping line, ghostly fox blip.

PLAY ▶
prompt used
Game n=68, slug=soundhunter, title "Sonar Hunt". Read your entry in games.json, implement as games/68-soundhunter/index.html per the contract. Pitch-dark field; each sonar ping reveals a momentary ring at the fox's position; triangulate across pings, then drag a net over your deduction within limited pings; the fox adapts to your ping habit. Art: radar night — black, green rings and noise sweep, ghostly blips, CRT bezel.
Sunchaser screenshot069

Sunchaser

stealth

Rotate your sunflower to keep its face in the moving sun while dodging creeping cloud-shade; wilt if shade exceeds light. Longest bloom wins. Controls: arrows rotate.

Greenhouse: glass-pane grid overlay, yellow-on-green, light rays as volumetric streaks.

PLAY ▶
prompt used
Game n=69, slug=sunflower, title "Sunchaser". Read your entry in games.json, implement as games/69-sunflower/index.html per the contract. Rotate your sunflower (arrows) to keep its face on the moving sun while dodging creeping cloud-shade; wilt if shade exceeds light; later waves add multiple suns/mirror rails; longest bloom wins. Art: greenhouse — glass-pane grid overlay, yellows on greens, volumetric light rays bending around the disc.
Rising screenshot070

Rising

stealth

The tower floods from below; each second spend a plank to patch walls or raise the floor, and swim your cat to the roof hatch before water reaches it. Controls: click walls to plank, arrows to swim.

Disaster poster: duotone red (fire alarm) / blue (water), bold condensed headline type, rain streaks.

PLAY ▶
prompt used
Game n=70, slug=risingwater, title "Rising". Read your entry in games.json, implement as games/70-risingwater/index.html per the contract. Tower floods from below; each tick spend a plank (click wall to patch seams, click floor to raise) while swimming/climbing your cat to the roof hatch; water accelerates; drowning = loss; 6 towers. Art: disaster-poster duotone — alarm red / water blue, bold condensed headline type, rain streaks and floating debris.
Gargoyle's Stare screenshot071

Gargoyle's Stare

stealth

Red-light-green-light with a cathedral gargoyle: move while it scans away, freeze (literally become stone) under its gaze — frozen mid-step is fine, moving is petrification. Reach the bell tower. Controls: Space to move/freeze.

Moonlit stone: greyscale gothic carvings, one amber gaze-cone, rain-slick speculars.

PLAY ▶
prompt used
Game n=71, slug=statuestat, title "Gargoyle's Stare". Read your entry in games.json, implement as games/71-statuestat/index.html per the contract. Cathedral-gargoyle red-light-green-light: move while it scans away, FREEZE (become stone) under its amber gaze cone — moving inside it petrifies; multiple gargoyles with different scan rhythms later; reach the bell tower. Art: moonlit stone greys, gothic carvings, rain-slick speculars, one amber gaze cone.
Ember Keep screenshot072

Ember Keep

stealth

Keep the fire alive till dawn: feed logs (size matters), shield gusts with snow-walls, and melt snow for water — the warmth ring is your life bar. Night lasts 6 real minutes; events escalate. Controls: click resources.

Blue-dark snow field with one warm amber light radius that shrinks/grows — the whole UI is that light.

PLAY ▶
prompt used
Game n=72, slug=emberkeep, title "Ember Keep". Read your entry in games.json, implement as games/72-emberkeep/index.html per the contract. Keep the campfire alive till dawn (6 game-minutes): feed logs (size tiers burn differently), shield gusts with snow-walls, melt snow for water; the warmth ring IS your life bar; events escalate. Art: blue-dark snow field with one warm amber light radius that shrinks/grows — the whole UI is that light.
Blind Maze screenshot073

Blind Maze

maze

The maze is invisible. Space sends an echo ping that briefly lights walls near you; memorise, navigate, and your echo reveals the exit once. Fewer pings = better rank. Controls: arrows, Space pings.

Sonar: pure black, thin white arcs fading with distance, dots for discovered tiles, minimal exit glyph.

PLAY ▶
prompt used
Game n=73, slug=echomaze, title "Blind Maze". Read your entry in games.json, implement as games/73-echomaze/index.html per the contract. Invisible maze (BFS-generate solvable, verify); Space emits an echo ping lighting nearby walls briefly; discovered tiles persist as faint dots; exit revealed once; fewer pings = better rank. Controls: arrows, Space. Art: sonar pure-black, thin white arcs fading with distance, dot matrix memory, minimal exit glyph.
Cube Maze screenshot074

Cube Maze

maze

Walk the 6 faces of a rolling cube: the exit sits opposite the start, corridors cross face seams; camera tilts as you wrap around impossible geometry. Controls: swipe/arrows roll the cube.

Impossible pastel: soft-shadow isometric cube faces, Escher-like stair patterns, mint/coral palette.

PLAY ▶
prompt used
Game n=74, slug=cubemaze, title "Cube Maze". Read your entry in games.json, implement as games/74-cubemaze/index.html per the contract. Walk corridors on the 6 faces of a rolling cube; swipe/arrow rolls it, gravity reorients, the walker wraps face seams; exit opposite the start; 8 levels BFS-verified. Render faces with hand-rolled 3D projection. Art: impossible-pastel isometric, soft shadows, Escher stair patterns, mint/coral.
Ink Reveal screenshot075

Ink Reveal

maze

Unlit maze: walking leaves permanent ink so corridors self-reveal — but ink also lets the brush-stalker track you. Plan a path, double back carefully. Controls: arrows.

Sumi-e splatter: rice-paper white, expressive brush-black corridors, red seal stamp on exit.

PLAY ▶
prompt used
Game n=75, slug=paintreveal, title "Ink Reveal". Read your entry in games.json, implement as games/75-paintreveal/index.html per the contract. Unlit maze (BFS-solvable); walking leaves permanent brush-ink so paths self-reveal; a brush-stalker smells fresh ink and hunts your trail — double-back cautiously; reach the red-seal exit. Art: sumi-e — rice-paper white, expressive variable-width brush strokes for revealed corridors, red hanko stamp on exit.
Funhouse screenshot076

Funhouse

maze

A maze viewed through warping mirrors — walls you see aren't where they are. Calibrate by tapping mirror frames; the true path is geometric, not what you see. Controls: arrows.

Carnival neon psych: bulging reflective curves, hot pinks/cyans, striped tent motifs, funhouse text.

PLAY ▶
prompt used
Game n=76, slug=funhousemirror, title "Funhouse". Read your entry in games.json, implement as games/76-funhousemirror/index.html per the contract. Maze rendered through warping mirror lenses — walls you see aren't where you bump them; tap mirror frames to see the true local layout; reach the exit. Art: carnival neon psych — bulging reflective curves, hot pinks/cyans, striped tents, funhouse text.
Minimap screenshot077

Minimap

maze

The screen shows only your minimap — a corner of the huge maze — and the map is rotated randomly every 10 seconds. Orientation is the puzzle. Controls: arrows.

Cartography: black-ink parchment, compass rose, hatched cave walls, torn map edges.

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Game n=77, slug=minimapmayhem, title "Minimap". Read your entry in games.json, implement as games/77-minimapmayhem/index.html per the contract. The screen shows only your minimap — a tiny corner of a huge maze (BFS-solvable) — and the map rotates randomly every 10 seconds with a compass animation. Orientation is the puzzle. Controls: arrows. Art: black-ink cartography on parchment, hatched cave walls, compass rose, torn map edges.
Hide screenshot078

Hide

maze

You're one of 80 identical NPC walkers. Reach the exit without the Seeker's gaze catching you moving differently from the crowd. Blend, stutter, mirror the flow. Controls: arrows.

Flat colour-pop crowd: bold matte silhouettes on a single-colour arena, seeker's gaze as a translucent cone.

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Game n=78, slug=hideseek, title "Hide". Read your entry in games.json, implement as games/78-hideseek/index.html per the contract. You're one of 80 identical NPC walkers; reach the exit without the Seeker's sweeping gaze catching you moving differently from the crowd; blend, stutter, mirror the flow; 5 arenas. Crowd via flow-field + jitter. Art: flat colour-pop crowd silhouettes on a single-colour arena, seeker gaze as translucent cone, beat-pulse vignette.
Shadow Play screenshot079

Shadow Play

spatial

Rotate a chaotic 3D scribble of shapes so its cast shadow exactly matches the target silhouette (rabbit, bird, castle). Light angle locks one axis. Controls: drag rotates, slider moves lamp.

Lamp-lit wall: warm beige plaster, ink-black shadows with soft penumbra, practical lamp glow.

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Game n=79, slug=shadowpuppet, title "Shadow Play". Read your entry in games.json, implement as games/79-shadowpuppet/index.html per the contract. Rotate a chaotic 3D-ish scribble of primitives so its cast shadow exactly matches the target silhouette (rabbit, bird, castle); light/lamp slider moves one axis; 8 puzzles; compute shadow via orthographic projection + pixel-sample IoU. Art: lamp-lit plaster wall warmth, ink-black shadows with soft penumbra, practical bulb glow.
Perspective screenshot080

Perspective

spatial

Floating colour planes scattered in 3D; drag them until they align into a perfect flat picture from your fixed viewpoint (anamorphic). Snap chimes confirm alignment. Controls: drag planes.

De Stijl: primaries, black grid lines, floating slabs casting coloured shadows until solved.

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Game n=80, slug=perspectsync, title "Perspective". Read your entry in games.json, implement as games/80-perspectsync/index.html per the contract. Floating colour planes scattered in 3D; drag them until they align into one perfect flat picture from your fixed viewpoint (anamorphic); alignment % HUD, snap chimes; 10 compositions. Simple 3D math inline. Art: De Stijl — primaries, black grid lines, coloured shadows cast until solved.
Fold screenshot081

Fold

spatial

Mental folding: a cube net is shown with printed faces; pick which 3D cube (of 4) it folds into. Rotate candidates to compare. Streaks sharpen. Controls: click cube, drag to rotate.

Origami paper: subtle fibre texture, crease dashes, pastel papers with folded-edge shading.

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Game n=81, slug=cubefold, title "Fold". Read your entry in games.json, implement as games/81-cubefold/index.html per the contract. Mental folding: a cube net unfolds flat with printed faces; pick which of 4 candidate 3D cubes it folds into (distractors differ by rotation/face-swap, verified with a real net→face folding model); rotate candidates; streak scoring. Art: origami paper fibre texture, crease dashes, pastel papers, folded-edge shading.
Vector Descent screenshot082

Vector Descent

spatial

Fly a wireframe ship down an endless 3D vector canyon of spinning solids; thread gaps, ring-buys score. Speed warps the grid. Controls: mouse tilts, Space boost.

Vectrex phosphor: single green glow-line on black, vector wireframes, bloom, no fills.

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Game n=82, slug=wireframe, title "Vector Descent". Read your entry in games.json, implement as games/82-wireframe/index.html per the contract. Fly a wireframe ship down an endless 3D vector canyon of spinning solids (hand-rolled projection matrices); thread gaps, ring-buys score, speed warps the grid. Controls: mouse tilts, Space boost. Art: Vectrex phosphor — single green glow-line on black, vector wireframes, bloom, no fills.
Iso Room screenshot083

Iso Room

spatial

Isometric locked room: slide furniture out of the way (they move along grid lines only) so your character can walk to the key. 12 rooms. Controls: click furniture to slide, click floor to walk.

Monument-Valley flat: impossible-pastel rooms, soft shadows, gradient light, tiny architecture.

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Game n=83, slug=isoroom, title "Iso Room". Read your entry in games.json, implement as games/83-isoroom/index.html per the contract. Isometric locked room: slide furniture along grid lines (collision-aware) so your character can walk to the key then the door; 12 rooms; painter's-algorithm depth sort. Art: Monument-Valley flat pastels, impossible-pastel rooms, soft long shadows, gradient light.
Keyboard Duel screenshot084

Keyboard Duel

2p

Local 2P: P1 WASD, P2 arrows. Move, body-block, and charge-attack; block must face the attacker; ring-out wins the round. Best of 3. Controls: two keyboard halves.

Split CRT: red-left/blue-right halftone arena, scanlines, big bold round typography.

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Game n=84, slug=keyduel, title "Keyboard Duel". Read your entry in games.json, implement as games/84-keyduel/index.html per the contract. Local 2P hot-seat: P1 WASD+Space, P2 arrows+Enter; move, body-block, charge-attack; block must face the attacker; ring-out wins the round; best of 3. Art: split red/blue halftone CRT arena, scanlines, big bold round typography. Pause shows both key legends.
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Reaction Race

2p

Lamps cycle; when the winning colour lamp flashes, first tap wins the point — false starts give the opponent a free point. First to 7. Controls: P1 presses Q, P2 presses P.

Arcade marquee: round bulbs, gold bezels, velvet backdrop, carnival type.

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Game n=85, slug=reactionrace, title "Reaction Race". Read your entry in games.json, implement as games/85-reactionrace/index.html per the contract. Lamps cycle colours; when the winning colour flashes, first tap wins the point (P1=Q, P2=P); false starts gift the opponent; first to 7 with tiebreak; anti-cheat delay randomization. Art: arcade marquee — round bulbs, gold bezels, velvet backdrop, carnival type.
Tug screenshot086

Tug

2p

Local tug-of-war: alternate your two keys fast and rhythmically (both keys, alternating — mashing one doesn't count); drag the flag over your line. Mud physics at the centre. Controls: P1 S+D, P2 Left+Right.

Gym-class cartoon: primary colours, whistling-referee flourish, rope fibers, sweat drops.

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Game n=86, slug=tugofwar, title "Tug". Read your entry in games.json, implement as games/86-tugofwar/index.html per the contract. Local tug-of-war: alternate your two keys fast and rhythmically (double-tap same key whiffs); drag the flag over your line; mud physics at centre; best of 5 with stamina. Art: gym-class cartoon primaries, whistling-referee flourish, rope fibers, sweat drops.
Bluff screenshot087

Bluff

2p

Shared memory board, alternating turns — you may CLAIM a match without flipping (bluff); the opponent can call a challenge. Lies and memory both score. First 3 pairs wins. Controls: click.

Speakeasy: emerald felt, brass corners, low warm light, card-back pinstripes.

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Game n=87, slug=memorybluff, title "Bluff". Read your entry in games.json, implement as games/87-memorybluff/index.html per the contract. Shared memory board, alternating turns — you may CLAIM a match without flipping (bluff); the opponent can challenge (caught liar loses turn; truthful challenger gets free peek); first pairs wins. Art: speakeasy — emerald felt, brass corners, low warm light, pinstripe card backs, smoke drift.
Type Split screenshot088

Type Split

2p

One shared keyboard: the word list is split down the middle — P1 types left halves, P2 right halves; whoever mistypes slows the whole press. Publish the paper first. Controls: shared typing.

Newswire: two newsprint columns, typewriter mono, ink-smear on errors, deadline clock.

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Game n=88, slug=typesplit, title "Type Split". Read your entry in games.json, implement as games/88-typesplit/index.html per the contract. One shared keyboard: words split down the middle — P1 types left halves, P2 right halves; a mistype jams the whole press with ink smear and time loss; publish the paper before the deadline. Art: newsprint columns, typewriter mono, ink-smear on errors, deadline clock, rotating rollers.
Orbit Sort screenshot089

Orbit Sort

edu

Drag planets from the cargo belt onto the correct orbital rings — rings demand heaviest-first, fastest-orbit-first; collisions fling mistakes. Teach gravity by feel. Controls: drag.

Orrery: brass arms on velvet black, glass planets, ring-markings, gear-motif menus.

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Game n=89, slug=orbitals, title "Orbit Sort". Read your entry in games.json, implement as games/89-orbitals/index.html per the contract. Planets arrive on a belt; drag each onto the correct orbital ring — rings demand mass/velocity ordering; wrong placement flings it back with bounces; complete the system under a timer. Art: orrery — brass arms on velvet black, glass planets with speculars, engraved ring markings, gear menus.
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Element Snap

edu

Fast pairs: element symbol card meets its name card (Na = Sodium) in a shuffling grid before the reaction timer explodes; streaks build a periodic-chain. Controls: click pairs.

Bold periodic blocks: saturated tile colours, atomic-mass corners, lab-glassy timer.

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Game n=90, slug=elemsnap, title "Element Snap". Read your entry in games.json, implement as games/90-elemsnap/index.html per the contract. Fast pairs: element symbol cards meet name cards in a shuffling grid; correct pairs SNAP with ring flash before the reaction timer explodes; streaks build a periodic-chain multiplier; embed a real 36-element table (H..Kr). Art: bold periodic blocks — saturated tiles, atomic-mass corners, lab-glassy timer.
Math Ambush screenshot091

Math Ambush

edu

Answer a quick-fire sum to load the catapult; then mouse-aim to hit approaching pirate rafts — wrong math jams the siege. Waves scale in number sense. Controls: type answer, drag aim.

Cartoon pirates: flat bold cutouts, aqua sea, cannon-smoke puffs, comic word-balloons for math.

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Game n=91, slug=mathambush, title "Math Ambush". Read your entry in games.json, implement as games/91-mathambush/index.html per the contract. Quick-fire sum loads the catapult (type answer; wrong = jam 2s); then drag-aim and release to launch boulders at incoming pirate rafts (ballistic arc + wind); rafts that dock burn the dock (3 hits lose); waves scale number sense. Art: cartoon pirates — flat bold cutouts, aqua sea, cannon-smoke puffs, comic word-balloons for math.
Shape Spy screenshot092

Shape Spy

edu

A grid of shapes follows a rule (all triangles, all rounded, all rotated); find the ONE shape that secretly breaks the angle rule. Rounds mix rules; false alarms shrink time. Controls: click.

Bauhaus poster: circle/triangle/square in red/yellow/blue/black on cream, big geometric type.

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Game n=92, slug=shapespy, title "Shape Spy". Read your entry in games.json, implement as games/92-shapespy/index.html per the contract. A grid of shapes follows a stated rule; exactly ONE secretly breaks the angle/property rule; find the impostor; rounds mix rule families, false alarms shrink the timer; endless escalating with rank tiers. Generate shapes procedurally with a guaranteed single violator. Art: Bauhaus poster — circle/triangle/square in red/yellow/blue/black on cream, big geometric type states the rule.
Timeline screenshot093

Timeline

edu

Events land unlabelled (photos only); drag them onto the correct era lane on the tape; wrong placement rewinds the tape and shuffles. Reconstruct the century. Controls: drag.

Archive: sepia photographs, ticker-tape eras, rubber-stamp annotations, filing-card UI.

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Game n=93, slug=timelinesort, title "Timeline". Read your entry in games.json, implement as games/93-timelinesort/index.html per the contract. Events land as captioned cards; drag them onto the correct era slot on the ticker tape in chronological order; a wrong insertion rewinds the tape and shuffles; reconstruct the century; 3 volumes. Embed ~60 real dated events. Art: archive — sepia photographs, ticker tape, rubber-stamp annotations, filing-card UI.
Rewind screenshot094

Rewind

weird

You die, the world rewinds, and your previous self keeps repeating your last run. Use past you (press a button at the right moment) as the weight to hold the door so present you escapes. 6 door puzzles. Controls: arrows, R re-records.

VHS: purple/teal scanlines, tracking-error bands, timecode overlay, PLAY/REW glyphs.

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Game n=94, slug=rewind, title "Rewind". Read your entry in games.json, implement as games/94-rewind/index.html per the contract. Platformer where you record a run, the world rewinds and your past self repeats it — your ghost must press the plate at the right moment so present-you passes the door; 6 door puzzles with 1-3 layered recordings; death auto-rewinds. Controls: arrows, R re-records. Art: VHS purple/teal scanlines, tracking-error bands, timecode HUD, PLAY/REW glyphs.
Size Shift screenshot095

Size Shift

weird

One key zooms you between small (a garden is a forest) and huge (a forest is a lawn). The same terrain solves differently at each scale; flow between them mid-jump. Controls: arrows, Space scale.

Fractal garden: mirrored palettes — small world saturated macro, big world muted aerial — same geometry.

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Game n=95, slug=sizeshift, title "Size Shift". Read your entry in games.json, implement as games/95-sizeshift/index.html per the contract. One key zooms between SMALL (garden is a forest) and HUGE (forest is a lawn); the same terrain solves differently at each scale; Space morphs mid-jump; 7 rooms. Art: fractal garden mirrored palettes — small world saturated macro, big world muted aerial — same geometry.
Upsidedown screenshot096

Upsidedown

weird

Every screen-edge you cross flips the control mapping (and sometimes the gravity) — but totem colours before each edge tell you which mapping you'll get. Read, remember, adapt. Controls: arrows.

Magritte surreal: sky-blue fields, floating bowler hats, clouds, green — deadpan absurd labels.

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Game n=96, slug=updown, title "Upsidedown". Read your entry in games.json, implement as games/96-updown/index.html per the contract. Every screen-edge you cross flips the control mapping (and sometimes gravity direction); totems before each edge colour-code which mapping you'll get — read, remember, adapt; 5 rooms + boss gauntlet. Art: Magritte surreal — sky-blue fields, floating bowler hats, clouds, deadpan absurd labels. Controls: arrows.
Cursor screenshot097

Cursor

weird

Your cursor IS a creature. Drag it over UI elements to feed it — it grows, changes personality, and starts eating the OS chrome itself. Keep the Save button untouched or lose your save. Controls: mouse.

Skeuomorphic parody desktop: 90s grey windows, pixel menus, the pet is a living caret with eyes.

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Game n=97, slug=cursorpet, title "Cursor". Read your entry in games.json, implement as games/97-cursorpet/index.html per the contract. Your cursor IS a pet creature; drag it over UI elements (menus, icons, dialogs) to feed it — it grows, changes personality, starts eating the OS chrome; keep the Save button untouched or lose your save. Build the fake 90s desktop as DOM. Art: skeuomorphic parody desktop — 90s grey windows, pixel menus, the pet is a living caret with eyes.
Hue Switch screenshot098

Hue Switch

weird

The platformer world only exists in one hue at a time; Space rotates the world's hue — platforms appear/disappear with it. Ride the rotation. Controls: arrows, Space cycles.

Duotone shift: world drawn in two hues that rotate through a full spectrum on each press; silhouettes persist, fills phase.

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Game n=98, slug=colormull, title "Hue Switch". Read your entry in games.json, implement as games/98-colormull/index.html per the contract. Platformer where platforms only exist while their hue is the ACTIVE hue; Space rotates the world hue — platforms appear/disappear in waves you ride mid-jump; 6 levels + endless. Art: duotone shift — world drawn in two hues rotating through the full spectrum; silhouettes persist, fills phase.
Desktop Plague screenshot099

Desktop Plague

weird

Click spreads your patience virus between fake desktop windows; each infected window slows the antivirus scanner. Windows pop up faster and the AV quarantines you — infect the whole OS. Controls: click.

Retro OS chaos: grey titlebars, dithered patterns, dialog-box mobs, pixel-flashing progress bars.

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Game n=99, slug=patiencevirus, title "Desktop Plague". Read your entry in games.json, implement as games/99-patiencevirus/index.html per the contract. Click spreads your virus between fake desktop windows; each infected window slows the antivirus scanner; windows pop up faster and the AV quarantines yours — infect the whole OS before the scan completes. Art: retro OS chaos — grey titlebars, dithered patterns, dialog-box mobs, pixel-flashing progress bars. Controls: click.
The Game That Plays You screenshot100

The Game That Plays You

weird

The game pretends to be broken — it argues, cheats, lies about its own rules — while quietly teaching you one absurd rule (the letter Q is deadly, the colour blue is solid). Learn the lie, win the confession. Controls: anything.

Brutalist error screen: raw system sans on off-white, giant red ERROR slabs, glitch-tear transitions, debug-text as dialogue.

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Game n=100, slug=gamethatplaysyou, title "The Game That Plays You". Read your entry in games.json, implement as games/100-gamethatplaysyou/index.html per the contract. The game pretends to be broken: it argues in debug-text, cheats, lies about its own rules — while quietly TEACHING one absurd secret rule (discover by dying to it with exaggerated hints); after deaths, a confession screen explains and the final lap demands using the rule to win. Must be a real, winnable game, fair once learned. Art: brutalist error screen — raw system sans on off-white, giant red ERROR slabs, glitch-tear transitions, debug-text as dialogue.