Games

How a title earns a tile

  • Gate 1 — first-touch spark

    Within seconds it should load, show what to do without walls of text, and let you make a meaningful move. If we’re still guessing, it’s gone.

  • Gate 2 — everyday gear trial

    We try it on a school Chromebook, a mid-range Android, and an older tablet. Fonts must read cleanly, inputs feel stable, and progress shouldn’t hide behind surprise paywalls.

  • Gate 3 — ten-minute loop

    We measure rhythm, learning curve, and the “one more try” pull. Winners get tags for session size, input style, and comfort band (younger/teen/all) so you can pick fast. Go to the library


Circuits of play

  • Blink-and-move

    Tight windows, quick reads, and instant restarts. Dash, weave, hop; feedback stays clear even when the screen is busy.

  • Pattern knit

    Routes, rules, and little “aha” clicks. Undo is generous, hints are gentle, and success comes from reasoning, not guessing.

  • Tend & tinker

    Grow towns, guide crews, shape habitats. Pace is steady, choices matter, and UI stays calm for younger hands.