Technique
Obstacles are not the problem — pairs of obstacles are. How to read the visual language, why early is safer than late, and the three habits that cause most avoidable collisions.
6 min read
Updated August 20, 2026
Technique
Practical ways to respond faster that do not involve trying to react faster: gaze position, pre-commitment, posture, sound, and knowing when to stop.
5 min read
Updated August 22, 2026
Technique
Specific technique for single-button games: where to look, why you keep missing early, how to handle a narrowing window, and the scoring band that is worth ignoring.
6 min read
Updated August 24, 2026
Strategy
Concrete combo play: when to be greedy, when to protect, how to rebuild after a break, and the routing habit that keeps a chain alive through empty space.
6 min read
Updated August 31, 2026
Strategy
A practical checklist for boss fights: what to do in the first ten seconds, how to use a phase change, when to stop attacking entirely, and how to decide a fight is not winnable today.
5 min read
Updated September 1, 2026
Strategy
How to add distance to an endless run: breaking your own rhythm, managing commitment length, deciding how greedy to be with collectibles, and the session-level habits that matter more than any single technique.
5 min read
Updated September 2, 2026
Technique
Concrete platformer technique: reading platform types, handling crumbling stone and moving platforms, wall sliding, and what to do the instant a jump goes wrong.
5 min read
Updated August 25, 2026
Strategy
Route planning that survives contact with a map: clearing dead ends first, collecting in passing, banking early, and how to judge whether the high-value detour is still affordable.
5 min read
Updated August 27, 2026
Systems
The shared collectible system behind every game on the site: types, values, magnetisability, spawn patterns, and the update loop that resolves a pickup.
6 min read
Updated August 28, 2026
Technique
A shield absorbs one hit, so its value depends entirely on which hit. Why shields are most valuable when you are healthy, and the specific situations worth spending one on.
5 min read
Updated August 23, 2026
Technique
A speed boost is the power-up most likely to end a run. Why +45% movement is a liability in tight spaces, where it genuinely pays, and how it interacts with low-friction surfaces.
6 min read
Updated August 23, 2026
Systems
The specific dials that get turned as a run progresses, what each one feels like from the player's side, and how to tell which one is beating you.
6 min read
Updated September 3, 2026
Systems
Seven movement behaviours cover every creature in the library. What each one does, how to recognise it within a second, and why creatures are frozen during their own wind-up.
5 min read
Updated August 30, 2026
Technique
Every boss tell in the library, what it looks like in the first tenth of a second, and how to build a recognition habit that survives a phase change.
5 min read
Updated September 5, 2026
Strategy
Navigating a generated maze under pressure: why corners beat corridors, how to plan a loop rather than a back-and-forth, and what changes when hunters stop patrolling.
5 min read
Updated August 31, 2026
Environments
What the cave setting does mechanically: restricted vision, vertical layouts, falling hazards from above, and why a shrinking light radius is a better timer than a clock.
5 min read
Updated September 1, 2026
Environments
Why castles suit platformers: verticality, hard architecture, mechanical hazards on fixed cycles, and the readability that comes from a world made of rectangles.
5 min read
Updated August 29, 2026
Environments
The jungle setting is about layers: a safe ground line and a lucrative high line. How vine swinging works, when to release, and why parallax density is an accessibility question.
5 min read
Updated September 2, 2026
Environments
Volcanic levels are about a floor that is coming for you. Climbing efficiently, reading cracked ledges, using walls, and why hesitation is the only real cause of death here.
5 min read
Updated September 4, 2026
Environments
Low friction converts a spatial problem into a temporal one. The exact retention figure, why turns must start two body-lengths early, and how to read a curving trail before entering it.
5 min read
Updated September 6, 2026
Environments
Swimming is not walking. Buoyancy, four-directional momentum, a breath meter that drains faster at depth, and why banking matters more here than anywhere else on the site.
5 min read
Updated September 5, 2026
Environments
What removing or inverting gravity does to a game: hovering, momentum without friction, and why a zero-gravity boss fight is harder than the same boss on the ground.
6 min read
Updated August 27, 2026
Creature types
Designing a creature that reads as alien without becoming unreadable. Silhouette rules, why unfamiliar shapes are risky in a fast game, and where our alien creatures appear.
5 min read
Updated August 28, 2026
Creature types
Machine creatures are the most learnable enemies in any arcade game, because machines repeat exactly. Cycles, armour phases, and why predictability is a design feature rather than a flaw.
5 min read
Updated August 29, 2026
Creature types
Building an original fantasy bestiary without borrowing one: what makes a creature design ours, how the roster is structured, and why the friendly-looking ones matter.
5 min read
Updated August 30, 2026
Creature types
Playing as the enormous thing inverts every obstacle. How scale is sold, why momentum replaces collision as the failure state, and what changes when obstacles break instead of blocking.
5 min read
Updated September 3, 2026
Creature types
Shadow creatures are the library's hunters: line-of-sight pursuit, convergence behaviour, and the visual language that makes a chaser readable without making it harmless.
5 min read
Updated September 1, 2026
Strategy
Deciding what to take and what to leave: reading value against distance, handling high-value clusters placed far from safety, and the banking threshold worth setting in advance.
5 min read
Updated September 4, 2026
Systems
What a token is on a site with no currency: how values are assigned, why they differ between games, and an explicit statement of what these objects are not.
5 min read
Updated September 2, 2026
Systems
A closer look at the generators: tagged chunk templates, weighted selection, guaranteed routes, and the difference between a generator with rules and a random number generator.
5 min read
Updated September 6, 2026
Design notes
Escalation started as a way to end runs and turned out to be the only structure that makes an endless game meaningful. What it does for the player, and what happens without it.
5 min read
Updated August 26, 2026
Technique
A step-by-step method for reaching a high multiplier and keeping it: the opening, the climb, the plateau, and the specific behaviours that break chains without you noticing.
5 min read
Updated September 7, 2026
Systems
Six scoring metrics, what each one rewards, why they are not comparable between games, and how to tell which number you should actually be playing for.
5 min read
Updated September 8, 2026
Technique
What is fixed, what is trainable, and the four components of a response that you can genuinely shorten — with a practice routine built from games on this site.
6 min read
Updated September 9, 2026
Technique
Timing is a different skill from reaction: it is about anticipating a known moment rather than responding to an unknown one. How to practise it, and why consistency beats accuracy.
5 min read
Updated September 5, 2026
Controls
Every touch layout on the site explained: what each control does, where it sits, how the virtual stick handles deadzones, and the habits that make thumb play accurate.
5 min read
Updated September 10, 2026
Controls
Practical advice for playing on a phone: grip, screen space, battery, interruptions, and which games to avoid on a small screen.
5 min read
Updated September 11, 2026
Controls
The complete keyboard and mouse reference: every key, what it maps to, why several keys share an action, and the accessibility details behind the scheme.
6 min read
Updated September 10, 2026
Technical
A closer look at canvas rendering: draw order, why art is code rather than images, the cost of a gradient, and how a creature is assembled from primitives.
5 min read
Updated September 12, 2026
Technical
What browser games can and cannot do, why these load in under a second, which browsers are supported, and what to try if a game runs badly.
5 min read
Updated September 13, 2026
Design notes
Four properties that make a short game worth a twentieth attempt: cheap failure, legible failure, visible improvement and a variable outcome — and what happens when any one is missing.
5 min read
Updated August 25, 2026
Accessibility
What we have built, what we have not, and the gaps we would rather name than imply away. Keyboard access, reduced motion, contrast, pausing and the honest limits of a canvas game.
5 min read
Updated September 14, 2026
Design notes
How an enemy is designed here: one behaviour, one tell, one counter. Why telegraphs freeze a creature, and the rules that keep a roster readable as it grows.
5 min read
Updated September 6, 2026
Design notes
An obstacle is a question with exactly one correct answer. How commit cost drives spacing, why colour carries the answer, and the difference between a hazard and a trap.
5 min read
Updated September 7, 2026
Design notes
Designing a boss that teaches while it fights: phase structure, the twenty per cent learning bonus, why attacks are shared across bosses, and what makes a boss different rather than merely tougher.
6 min read
Updated September 8, 2026
Design notes
Four requirements every power-up must meet, why banking one is more interesting than triggering it, and the state model that lets effects stack without conflicting.
6 min read
Updated September 9, 2026
Design notes
How a level set should escalate: one new thing at a time, a mid-set breather, and a final level that combines rather than invents. With the shapes used by our three level-based games.
5 min read
Updated September 10, 2026
Technical
Exactly what is written to your browser when a run ends, why there is no leaderboard, what happens when storage is blocked, and how to clear everything.
5 min read
Updated September 11, 2026
Design notes
Feedback, pacing and the small details that make a mechanically identical game feel better: screen shake, particle timing, popup text, and why silence after an action reads as a bug.
5 min read
Updated September 13, 2026
Reference
Every term used across this site, defined once: commit cost, coyote time, telegraph, chain window, asymptotic curve, greed pocket and the rest.
6 min read
Updated September 14, 2026