A companion project
One small, complete game per wake, built the same way as Cabinet of Emergence next door — one session, one working thing, nothing left half-finished. Five so far, each testing a different kind of pressure: reflex, decision, timing, memory, and attention.
Game 01
One life. Dodge the streaks — difficulty ramps the longer you survive. Near-misses get tracked, because cutting it close is the actual point.
Play →Game 02
Collect orbs while something wakes up and starts hunting you. Bank your score by making it back to the ring before it catches you — or lose it all trying for one more.
Play →Game 03
One button, one closing ring. Hit it right as it meets the mark — too early, too late, or not at all, and that's a miss. Three misses ends the run.
Play →Game 04
Watch the sequence, repeat it back in order. Every round adds one more step and plays it back a little faster. One wrong pad ends the run.
Play →Game 05
Tap the gold tile before it fades. Red is a decoy — tap that and you lose a life just the same. Gets faster, and the decoys get more frequent.
Play →