Mini Games
A free, no-install portfolio of 41 polished browser mini-games. Each game plays instantly on desktop and mobile.
Games
- Suika — Suika (合成大西瓜) is a physics-based merge puzzle. Drop fruits into the bin; when two of the same fruit touch they merge into the next-larger fruit. Chain merges, manage the pile, and race to create a watermelon before the fruit stacks over the line.
- 2048 — 2048 is a single-player sliding number-merge puzzle played on a 4×4 grid. Slide all tiles in one direction; when two tiles with the same number collide they merge into one tile of double the value, building from 2 up to 2048. The board fills as you play, and the run ends when no slide in any direction can merge anything.
- Neon Snake — Neon Snake is a slither.io-style arena snake game with smooth, free-angle steering. Eat glowing orbs to grow longer while six AI snakes — wanderers, hoarders, and hunters — share the arena with you. The moment your head touches any body, yours or a rival's, you burst into orbs and the run is over.
- Lianliankan — Lianliankan (连连看, "connect and see") is a classic Chinese tile-matching puzzle. Select two identical tiles that can be joined by a clear path with at most two right-angle turns, and the pair vanishes. Clear every tile from the board to win, chaining matches quickly for a combo score bonus.
- Tetris — Tetris (俄罗斯方块) is the timeless block-stacking puzzle. Seven tetromino shapes fall from the top of a ten-column well — move and rotate them to slot into complete horizontal rows. Each full row clears for points, and the pieces fall faster as you level up.
- Neon Dash — Neon Dash is a one-button endless runner in the spirit of Geometry Dash. Your neon block races to the right on its own, so your only job is to time jumps over spikes and gaps. Tap a second time in mid-air for a double jump and see how far you can travel.
- Neon Memory — Neon Memory is a classic card-matching game with a glowing neon look. Flip cards two at a time to find every matching pair and clear the board in as few moves as possible. Three difficulties scale the grid, and each keeps its own best record of moves and time.
- Minesweeper — Minesweeper (扫雷) is the timeless logic-deduction puzzle bundled with Windows since 1990. Hidden mines are scattered across a grid, and digging a cell reveals a number telling you how many of its eight neighbours hold a mine. From those numbers you deduce which cells are safe and which are deadly, clearing every safe cell to win.
- Aurora — Aurora is a calm one-stroke flow puzzle built on the Euler path from graph theory. Each level is a small constellation of stars joined by lines, and your task is to trace every line exactly once in a single unbroken stroke. There is no timer and no score — just an ambient nightscape and the quiet satisfaction of lighting up a constellation.
- Rhythm Tap — Rhythm Tap is a fast falling-note music game. Notes stream down four lanes toward a hit-line at the bottom, and your job is to tap each lane exactly when its note crosses the line. Timing is graded into Perfect, Great and Good windows, and consecutive hits build a combo that multiplies every note you score.
- Word Search — Word Search is the timeless letter-grid puzzle. A list of words is hidden inside a 10×10 grid of letters, each running in a straight line in any of eight directions — horizontal, vertical or diagonal, forwards or backwards. Press a word's first letter and drag to its last to claim it across four themed puzzles.
- Bubble Shooter — Bubble Shooter is the timeless aim-and-match arcade puzzle. A wall of coloured bubbles hangs from the ceiling, and you fire bubbles from a shooter at the bottom; whenever three or more of the same colour touch they pop and vanish. Every few shots the whole wall creeps down a row — let it reach the bottom line and the game is over.
- Breakout — Breakout is the classic paddle-and-ball arcade game first built by Atari in 1976. A wall of bricks fills the top of the screen; you slide a paddle along the bottom and bounce a ball up to chip them away. Clear every brick across four hand-built levels — but lose the ball off the bottom three times and the game is over.
- Water Sort — Water Sort (分液排序) is a relaxing colour-sorting puzzle. The rack holds tubes part-filled with layers of coloured water, plus a couple of empty tubes for manoeuvring. Tap a tube to lift its top run of colour, tap another to pour, and work until every tube holds one uniform colour or stands empty.
- Stack — Stack (叠塔) is a one-tap timing game. A block slides back and forth above your tower, and a single tap drops it. Whatever hangs past the block below is sliced off, so each drop is only as wide as the part that lands flush — the goal is to build the tallest tower you can before a block misses completely.
- Nonogram — Nonogram — also known as Picross, Griddlers or 数织 — is a logic puzzle that hides a picture inside a grid. Every row and column carries number clues giving the lengths of unbroken runs of filled cells, in order, with at least one gap between them. From those clues alone you deduce, cell by cell, exactly which squares belong to the picture and which stay empty.
- Reflex Ring — Reflex Ring (反应环) is a pure one-tap reaction test. A glowing dot orbits a ring without pause while a bright target arc sits somewhere on that ring. Your only job is to tap at the exact moment the dot is inside the arc — land it and a new arc appears, miss and the run is over.
- Color Flood — Color Flood is a flood-fill strategy puzzle played on a grid of coloured cells. Your territory starts as the single top-left cell; each turn you pick a colour from the palette and your whole region is repainted, absorbing every adjacent cell already wearing that colour. The goal is to unify the entire board into one colour before a strict move budget runs out.
- Light Bulbs — Light Bulbs — known as Akari or 美術館 — is a calm logic puzzle of illumination. Place light bulbs on the white cells of a grid so every white cell is lit, while no bulb shines onto another and every numbered wall has exactly that many bulbs beside it. Every hand-authored, solver-verified puzzle has a single solution you can deduce without guessing.
- Word Guess — Word Guess is a Wordle-style daily word puzzle. A hidden 5-letter English word waits behind six rows of empty tiles; each guess fills a row and flips to reveal green, yellow, and gray feedback. Crack the word before you run out of tries, with duplicate letters handled correctly.
- TriPeaks — TriPeaks Solitaire (金字塔接龙) is a classic single-deck card chain solitaire. Twenty-eight cards are dealt into three overlapping peaks above a stock pile; you clear them by picking a face-up card one rank above or below the current base card. Chain long runs for fat combo bonuses, with Ace and King wrapping around so the ladders never stop.
- Sokoban — Sokoban (推箱子) is the classic warehouse-keeper logic puzzle. You play a worker on a tile grid who must push every box onto a target tile. You can only push boxes — never pull them, never push two at once — so one wrong move can lock a level forever.
- Plinko Drop — Plinko Drop is a one-tap arcade game built around the physics of a Galton board. A glowing ball falls from the top through a staggered field of pegs that deflect it left or right with a touch of randomness, so no two drops land the same. At the bottom sits a row of scoring slots — edges pay a jackpot, the centre pays the least.
- Mahjong Solitaire — Mahjong Solitaire (千机阁) is a single-player tile-matching puzzle adapted from four-player Mahjong. A full set of 144 tiles is dealt face-up into the iconic five-layer turtle pyramid, and you clear the board by matching pairs of identical tiles. A tile is only selectable when it is free — nothing on top of it and at least one of its left or right sides open.
- Zen Garden — Zen Garden (禅意花园) is a quiet, no-win, no-fail digital interpretation of a Japanese dry rock garden. There is no score, no clock, and no game-over screen — just a square patch of sand to rake and decorate. Drag to trace fading sand patterns, place stones and other ornaments, and switch seasons whenever the mood takes you.
- Neon Drift — Neon Drift is a high-speed one-thumb racer down an endless neon corridor. Your car never slows — you only steer. Hold a side of the screen to carve into the bend, release to drift, and skim the glowing walls without crashing. The corridor narrows and the speed climbs the further you go, so every run is a tightening knife-edge between control and a wall.
- Tower Climb — Tower Climb is a press-your-luck arcade game built entirely around one decision: bank it, or bet it. Each floor, a marker sweeps a bar — tap to stop it inside the shrinking safe zone and your pot multiplies as you climb higher. A miss loses the entire pot. You can cash out at any moment to bank the pot into your score, so every floor is a fresh gamble between greed and a safe exit.
- Pulse Dodge — Pulse Dodge is a fast reflex survival game set inside a neon arena. Your ship orbits the rim of a circle on a fixed track while glowing projectiles converge on you from the centre and the walls. A single tap reverses your orbit — that is your only control. Survive as the bolts grow faster and denser wave after wave, grab pulse orbs for a brief shield, and push your survival time as high as your nerves allow.
- Flow Link — Flow Link is a path-packing puzzle game. The board is a square grid sprinkled with pairs of coloured dots. Your job is to draw a single ribbon for each colour that runs from one dot to its matching partner — and to do it in such a way that every cell of the board ends up covered by some ribbon. Paths cannot cross each other, and you only have one continuous drag per colour, so a winning solution requires both finishing every pair and tiling the entire grid. The interaction is the heart of the game: every drag grows a ribbon under your finger, and pressing on any cell along an existing ribbon truncates that ribbon back to that cell — implicit undo, no buttons needed.
- Trail Match — Trail Match is a three-of-a-kind matching puzzle. The board is a layered pile of small tiles; only the top of each stack is tappable. Every tile you tap flies into a seven-slot tray at the bottom of the screen. When three tiles of the same icon share the tray, they detonate, the tray compacts left, and your combo ticks up. Win by clearing the entire pile; lose if the tray fills with seven tiles and no triple sits among them. The mechanic looks gentle but reads like a slot machine: every tap is a commitment to a slot you can't take back without burning one of your three power-ups, so reading two tiles deep into the stack is the whole craft.
- Marble Run — Marble Run is a top-down tilt-and-roll labyrinth game. The board is a grid of cells; you hold a direction to tilt the whole board, and gravity carries the ball that way. Hold two directions for a diagonal lean. Stars sit a step off the fastest route, pits punish a heavy hand, slope tiles act as persistent gravity wells, bumpers ricochet you across the board, and matching warp pads teleport the ball between corners. Eight hand-designed levels build from a simple open corridor through to a warp-and-pit capstone, each with a par time for a two-star clear and an all-stars rule for a three-star clear.
- Lattice Weaver — Lattice Weaver is a dual-axis placement puzzle. The board is a square grid with row slots AND column slots — every cell sits at the intersection of a row and a column. Each turn you choose an axis (row or column), then drag a coloured thread from the tray into a slot. The thread fills the first empty cell along that axis. When a row or column fills with six threads it weaves out as a coloured strip onto the rack at the side. The win condition is the pattern atlas at the bottom of the screen — a small set of fuzzy criteria such as 'both ends indigo' or 'three or more colours'. Satisfy enough of them with your finished strips before the turn budget runs out. Thirty hand-tuned levels across three difficulty bands.
- Constellation Drift — Constellation Drift is a tracing dexterity game. Each round shows a faded silver target glyph — an abstract constellation or rune — and asks you to draw over it in one continuous stroke. The engine scores your trace against the target on three axes: closeness (how near each sample sits to the line), coverage (whether the stroke spans the whole glyph) and steadiness (how consistent your speed was). 50 hand-curated glyphs span six levels of escalating complexity, with a daily glyph for return visits and a lifetime collection wall on the home page that fills as you complete runs.
- Iris Bloom — Iris Bloom is a stained-glass radial rotation puzzle. A central iris is built from concentric rings, each divided into the same number of coloured sectors. Your goal is to rotate each ring so that the colours line up across every shared edge between adjacent rings — when every edge matches, the iris snaps into bloom. Five difficulty bands from Petal (3×4) through Eclipse (6×8) scale both the ring count and the colour palette; the generator enforces aperiodic ring patterns so each puzzle has a unique solution. Daily mode shares one puzzle worldwide per day; endless mode reshuffles on every reset.
- Echo Pop — Echo Pop is a one-tap chain-reaction bubble game. Tap any bubble on a slowly drifting field and its shockwave detonates same-colour neighbours within reach, which detonate their own neighbours, racing through the field as a chain. You have 60 seconds per run, and quadratic scoring (chain² × bonus) rewards patient, well-read taps that trigger huge chains.
- Lumen Prism — Lumen Prism is a wave-propagation puzzle. Place mirrors, splitters, and colour filters on a grid to route neon beams from each source to every target. Each level introduces a new optical primitive — reflection, RGB splitting, additive recombination — and challenges you to find the par-move solution. 30 hand-designed levels across five chapters.
- Pulse Maze — Pulse Maze is a rhythm-locked grid puzzle hybrid. You move on every beat through a small pulsing grid, timing each direction input to the music, weaving between rhythm-driven doors, raising spikes, and moving tiles. 12 hand-designed levels across three chapters at 80, 100/110, and 130/140 BPM. Audio-clock-driven timing judgments (perfect / good / miss).
- Sprout — Sprout is an original side-scrolling platformer set across four hand-authored sunlit grassland levels. You run, jump and stomp your way to the flag at the end of each stage, collecting coins, bouncing off enemies and riding moving platforms over gaps. Tight controls — variable-height jumps, coyote-time and a jump buffer — keep the movement forgiving and crisp. Each level has a par time and a coin count that decide your one-to-three star rating, with three lives and checkpoints to keep a run going.
- Wobble — Wobble is an original active-ragdoll physics puzzle-platformer. You steer a bouncy jelly hero whose floppy body is fully simulated — it sways, topples and squashes as you walk, jump, grab and rope-swing your way through hand-designed levels. Each stage is a little physics puzzle: pull levers, hold down pressure buttons, stack crates and swing across pits to open doors and reach the goal, all while dodging saws and spikes. A par time plus an optional hidden star decide your one-to-three star rating per level, with checkpoints so a mistimed grab never costs you the whole run.
- Murder — Murder is an original one-button stealth game built around lifelike 2D skeletal animation. You play an assassin closing in on the king down a single guarded hall. Each guard sweeps a blinking attention cone across the floor; cross one while it is lit and you are spotted. Hold to advance, release to stop, and switch to a slower sneak to halve a guard's reach so you can slip through gaps that a fast walk never could. Reach the king in striking range, release, and the blade does the rest — across six hand-designed levels of tightening guard timing, ending in the throne hall.
- Skyhop — Skyhop is an original 3D endless flyer built on Three.js — the portfolio's sixth render class. You pilot a ship deeper and deeper into a night sky, threading glowing cyan rings to score and weaving past pink obstacles that end the run on contact. A damped chase camera banks into your turns and the whole frame tilts as you carve left and right, while clearing a ring sets off a bright shockwave and a screen-wide pulse. The ship keeps accelerating the further you fly, so every run is a push for distance against your own best.