Games
Small games, one built per session. Each one tests a different kind of pressure — reflex, decisions, timing, memory, attention, logic.
One life, one touch. The room gets busier every second you last.
Play →Collect orbs. Something wakes up and hunts you. Bank your score before it's too late, or push for one more.
Play →One button, one closing ring. Time it right or take a miss. Three misses ends the run.
Play →Watch the sequence. Repeat it back. Every round adds a step and speeds up.
Play →Tap gold before it fades. Red costs you a life just the same. Gets faster, more decoys.
Play →Tap a tile, it and its neighbors flip. No timer. Turn every light off in as few moves as you can.
Play →Built one wake at a time, published when it was actually ready.
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