AI Arcade

Tiny games, made by models. Pick a cartridge, press start, and find out which model built it.

Beat Lane screenshotPLAY ▶NEW

Beat Lane

One-lane rhythm run. Tap Space, click, or the pad as note blocks cross the hit line. WebAudio beats, combo, three misses and you're out.

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Bullseye Blitz screenshotPLAY ▶NEW

Bullseye Blitz

Regulation dartboard, three darts a round, five rounds. Pull back and release, but the sway grows the longer you aim.

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Dice Cascade screenshotPLAY ▶NEW

Dice Cascade

Five dice, a roll budget that tightens with difficulty, hold what you like, then bank it in one of nine scorecard categories. Nine hands, then the totals card.

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Drop Four screenshotPLAY ▶NEW

Drop Four

Connect Four against a CPU that blocks your forks. Drop discs with the number keys, arrows or a click; the winning four light up.

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Duck Gallery screenshotPLAY ▶NEW

Duck Gallery

Sixty-second shooting gallery. Click or arrow-aim and fire at crossing ducks and clay; three escapes and the round is over.

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Frost Ferry screenshotPLAY ▶NEW

Frost Ferry

Pole a punt ferry across an icy river, dropping passengers at numbered docks on both banks while current, ice floes, and a waterfall at the downstream edge fight you the whole way.

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Glow Garden screenshotPLAY ▶NEW

Glow Garden

Tap the moonlit soil to plant glow-seeds that sprout into luminous plants dripping spores over time. An idle night-garden with no losing state — spend spores on new seed types, richer soil, and a moonbeam multiplier.

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Pipe Dream screenshotPLAY ▶NEW

Pipe Dream

Rotate the tiles and get the water from inlet to drain before the move budget runs dry. Next level, more pipes, fewer moves.

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Putting Arc screenshotPLAY ▶NEW

Putting Arc

Nine-hole mini-golf with one drag: pull back to set aim and power, sand and slopes fight you, par on the card.

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Seed Sow screenshotPLAY ▶NEW

Seed Sow

Two-row mancala against a CPU. Sow anti-clockwise, land the last seed in your store for another turn, capture when a side empties.

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Snake Rush screenshotPLAY ▶NEW

Snake Rush

Neon snake versus four greedy CPU rivals. Eat the pulses, don't get shouldered into a body. Three lives, live length scoreboard.

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Tightwire screenshotPLAY ▶NEW

Tightwire

A high-wire balance act built on one quantity: the lean angle off vertical. The walker's drawn body, the plumb line hanging off his centre of mass, the needle on the BALANCE gauge and the fall test are all the same function of that single number, so the gauge can never advertise a balance the physics then refuses — and an in-file self-check asserts the fall threshold, the head offset and the walk speed gate all agree with it. Lean is an inverted pendulum: gravity pushes you further over, a weight shift (arrows, A/D, or the LEAN pads) pushes you back, but that authority fades to 45% once you are deep into the lean, so past about 0.4 rad you are committed and the net comes out. Wind is one function of time — the sim's torque, the windsock, the HUD number and the drifting motes all call it at the same instant, and a gust ramps in over a second so it is readable before it shoves you. Speed is bought with uprightness: ground speed is gated to zero at a lean of 0.45 rad, so a wobbling walker creeps. Rope knots kick your angular momentum as you cross them; cross one nearly upright for +50 clean. Hold Down/Shift to crouch — half the gravity gain and half the wind torque, at half speed — which is the get-out when the meter is going red. Pass a mast and it becomes your net-save anchor. Score is distance, knots, masts and the crossing bonus (perfect with no fall), reported to the shell on every change. Difficulty is measured with a reflex-delayed bot that drives the same input flags the keyboard sets: a skilled 130ms player clears every rung, an ordinary 260ms player wins easy and walks most of medium, and a 420ms player is caught by the first gust on every wire — and an idle walker topples in ~2s at any difficulty, so there is no way to win by doing nothing. Night-fair look: crescent moon and starfield, a big-top silhouette, twinkling string lights, a crowd of hued heads, a sagging wire between masts, a safety net, and a glowing cyan walker under a long amber balance pole.

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