👋 For Grown-Ups

Guilt-free screen time. We can prove it.

What this site does and doesn't do

Every game here runs entirely in the browser. Nothing about your child is saved — no scores, no names, no progress, no cookies, no accounts. Close the tab and it is gone. That is deliberate, and it has one consequence worth knowing: a child cannot pick up where they left off. Where a game has difficulty levels, they are chosen rather than earned, so you can put a child straight back where they were.

You can also add the games to a phone or tablet home screen, and they will work with no internet at all — on a plane, in a car, anywhere. Installing saves a copy of the games themselves onto the device; it still saves nothing about your child.

There are no ads and no third-party scripts of any kind, so nothing follows your child around the internet afterwards. Games work offline once loaded and need no installation.

Some games teach a specific skill. A few are simply fun — the table says which is which, honestly.

🔤 Reading & Letters

GameAgeTimeWhat it practises
Farm Friends 2+ ~5m Eight farm animals’ names and sounds: a voice asks “Where’s the cow?”, the cow moos, and the child taps it. A wrong animal says who it is (“That’s the pig. Oink!”), so every tap is a new word. Two animals at first, up to four.
Trace Letters & Numbers 3+ ~10m How to form all 26 letters (capital and lowercase) and the numbers 1–20 — plus what each letter sounds like, and how much each number is, shown on a ten-frame.
Trace Your Name 3+ ~5m Writing their own name, letter by letter, with the guide fading as they get it.
Sound It Out 5+ ~10m Building three-sound words letter by letter from a picture, then blending them — the step between knowing letters and reading words.
Balloon Pop 5+ ~3m Finding numbers or letters in order, quickly — recognising the symbol, not just reciting the sequence.
Silly Story Builder 7+ ~10m Word classes — nouns, verbs, adjectives, adverbs — by choosing which kind of word each blank needs, then seeing one swapped word change the whole story.
Word Scramble 7+ ~10m Spelling and letter patterns — rebuilding a word from jumbled letters with a meaning clue.
Sentence Builder 7+ ~10m Word order and sentence structure, with a written grammar explanation for every sentence — including the ones they get wrong.
Word Guess 14+ ~5m Vocabulary and deduction — narrowing thousands of five, six and seven-letter words down with each guess.

🔢 Numbers & Maths

GameAgeTimeWhat it practises
Trace Letters & Numbers 3+ ~10m How to form all 26 letters (capital and lowercase) and the numbers 1–20 — plus what each letter sounds like, and how much each number is, shown on a ten-frame.
Count With Me 3+ ~10m Counting to 20, reading quantities on a ten-frame, number bonds to ten, and first addition and subtraction with objects to count.
Dot to Dot 3+ ~5m Number order 1–20 and steady mouse or finger control, with a picture as the reward.
Balloon Pop 5+ ~3m Finding numbers or letters in order, quickly — recognising the symbol, not just reciting the sequence.
Number Line Hop 5+ ~10m Adding and taking away within 10 and 20 by hopping along a number line: counting on, counting back and crossing ten, then guessing where a hop will land and how far away a friend is.
Pond Prix 5+ ~5m Quick recall of number facts while racing: counting to 10, adding to 10, adding and taking away to 20, and the 2, 3, 4, 5 and 10 times tables, picked out at answer gates. Every answer is shown after the gate, so a splash of mud still teaches the sum.
Clock Shop 7+ ~10m Telling the time on a real clock face. Dragging the minute hand moves the hour hand at a twelfth the speed, so the gearing is something you feel.
Math Puzzle 7+ ~10m Missing-number equations, number sequences and logic puzzles, with a worked explanation when an answer is wrong.
Stepping Stones 7+ ~10m Odd and even, times tables 2–10 and number bonds to 10, 20 and 100, by hopping only on stones that fit the rule and planning a route across the pond. A wrong stone explains itself before you try again.
2048 Slider 14+ ~10m Doubling and powers of two, plus planning several moves ahead under a shrinking board.
Projectile Range 14+ ~15m Projectile motion as taught at GCSE and A level: choosing a launch angle and speed, then checking the measured time of flight, highest point and range against R = v² sin 2θ / g and the other formulas worked out with your own numbers. Walls, raised platforms, complementary angles, the Moon, Mars and a heavy planet, and a three-shot round with narrow targets; predict the range first for a bonus within 5%.
Plans & Elevations 14+ ~15m The GCSE skill of plans and elevations: reading a plan, a front elevation and a side elevation and building a cube shape that matches all three, with a live tick for each view. Later levels ask for the fewest cubes a set of views allows, and a quick quiz asks which drawing is which view.
Net Folding 14+ ~10m Nets of 3D shapes: which of the 35 six-square shapes fold into a cube (11 do), which faces end up opposite, the dice rule that opposite faces add up to 7, and nets of pyramids, prisms, tetrahedra and cuboids. Every chosen net folds up in 3D, so a wrong answer shows its doubled-up faces or open side instead of just a cross.

✍️ Writing & Fine Motor

GameAgeTimeWhat it practises
First Strokes 2+ ~5m The straight lines, curves and zigzags that come before letters. Three help levels: full guide, faded guide, then no guide at all.
Trace Shapes 3+ ~5m Drawing circles, squares, triangles and stars in one controlled stroke, with the guide fading away as it gets easier.
Trace Letters & Numbers 3+ ~10m How to form all 26 letters (capital and lowercase) and the numbers 1–20 — plus what each letter sounds like, and how much each number is, shown on a ten-frame.
Trace Your Name 3+ ~5m Writing their own name, letter by letter, with the guide fading as they get it.
Dot to Dot 3+ ~5m Number order 1–20 and steady mouse or finger control, with a picture as the reward.

🧩 Logic & Puzzles

GameAgeTimeWhat it practises
Memory Match 3+ ~5m Visual memory and concentration — holding a picture and its place in mind while looking elsewhere.
Peekaboo Pond 3+ ~5m Watching and remembering: following a hidden friend as the flowers slide around, then finding it. It gets trickier only as the child gets it right, and a wrong flower just holds a surprise.
Sort It Out 5+ ~10m Sorting into two groups — living or not, odd or even, vowel or consonant, sinks or floats — and reading why on every single card.
Tic Tac Toe 5+ ~3m Thinking one move ahead, blocking, and taking turns.
Rock Paper Scissors 5+ ~3m Spotting a pattern in an opponent’s choices — a first taste of prediction.
Pebble Push 5+ ~10m Planning ahead: pebbles can only be pushed, never pulled, so a careless push can wedge one in a corner. 18 levels from one pebble to three, every one checked solvable by computer, with undo, restart and a hint that knows the way.
Code the Robot 7+ ~15m Planning a sequence of steps, then fixing the one that went wrong — a crash keeps the program so the child debugs rather than restarts.
Math Puzzle 7+ ~10m Missing-number equations, number sequences and logic puzzles, with a worked explanation when an answer is wrong.
One Line Draw 7+ ~15m Planning a route that covers every line without lifting your finger — 36 puzzles, each proven solvable.
Stepping Stones 7+ ~10m Odd and even, times tables 2–10 and number bonds to 10, 20 and 100, by hopping only on stones that fit the rule and planning a route across the pond. A wrong stone explains itself before you try again.
Frozen Pond 7+ ~10m Planning several moves ahead and working backwards from the goal: on ice you slide until a rock stops you, so the route to the fish has to be thought through. 18 levels, each with its fewest-slides target, all checked solvable by computer, with undo, restart and hints.
2048 Slider 14+ ~10m Doubling and powers of two, plus planning several moves ahead under a shrinking board.
Minesweeper 14+ ~10m Deduction from limited information — proving where a mine must be rather than guessing.
Sudoku 14+ ~20m Constraint reasoning and elimination. Every puzzle has exactly one solution, so correct logic is never punished.
Word Guess 14+ ~5m Vocabulary and deduction — narrowing thousands of five, six and seven-letter words down with each guess.
Laser Mirrors 14+ ~15m The law of reflection (angle in = angle out) and the spatial reasoning to follow a beam through several bounces: turn mirrors and splitters so laser beams light every crystal at once, with double crystals and red, blue and purple light in the later groups. 24 levels, each checked by computer to have one answer, with undo, reset and solver hints.
Twist Cube 14+ ~10m Reading a notation (U, D, L, R, F, B, and ′ for anticlockwise) and working backwards: a scramble of up to 10 twists is undone by reversing the order and flipping each twist. It also builds 3D spatial reasoning, keeping track of the faces as the whole cube turns.
Log Jam 14+ ~15m Planning several moves ahead and reasoning backwards from the goal: which log has to move before that one can? 36 levels from warm-up to expert, each with its fewest-moves target proved by computer, with undo, restart and hints from a real solver.
Molecule Lab 14+ ~15m Covalent bonding as taught at GCSE: how many bonds each atom makes (H 1, Cl 1, O 2, N 3, C 4), single, double and triple bonds, and turning a formula into a structure, with isomers told apart (ethanol and methoxymethane are both C₂H₆O). Each finished molecule relaxes into its VSEPR shape and names its bond angle, so shapes of molecules come for free.
Logic Gates 14+ ~15m Boolean logic for GCSE Computer Science: reading truth tables, what AND, OR, NOT, XOR, NAND and NOR do, De Morgan’s laws, building any gate from NAND, and real circuits such as half and full adders, a multiplexer and a comparator. Every level is checked solvable by computer, with undo, solver hints and a gate guide.
Plans & Elevations 14+ ~15m The GCSE skill of plans and elevations: reading a plan, a front elevation and a side elevation and building a cube shape that matches all three, with a live tick for each view. Later levels ask for the fewest cubes a set of views allows, and a quick quiz asks which drawing is which view.
Net Folding 14+ ~10m Nets of 3D shapes: which of the 35 six-square shapes fold into a cube (11 do), which faces end up opposite, the dice rule that opposite faces add up to 7, and nets of pyramids, prisms, tetrahedra and cuboids. Every chosen net folds up in 3D, so a wrong answer shows its doubled-up faces or open side instead of just a cross.

🌍 World & Science

GameAgeTimeWhat it practises
Rainbow Balloons 2+ ~5m Hearing a colour’s name and finding it among big 3D balloons: red and blue first, then yellow, green, orange and purple as the child gets them right first time. A wrong balloon says its own colour, so every tap teaches.
Farm Friends 2+ ~5m Eight farm animals’ names and sounds: a voice asks “Where’s the cow?”, the cow moos, and the child taps it. A wrong animal says who it is (“That’s the pig. Oink!”), so every tap is a new word. Two animals at first, up to four.
Sort It Out 5+ ~10m Sorting into two groups — living or not, odd or even, vowel or consonant, sinks or floats — and reading why on every single card.
Geography Explorer 7+ ~10m Countries, capitals and flags across 30 countries — wrong answers all come from the same continent, so guessing by region no longer works.
Science Trivia 14+ ~10m Chemistry, physics, biology and space — 137 questions, each with an explanation that stays on screen until you move on.
Laser Mirrors 14+ ~15m The law of reflection (angle in = angle out) and the spatial reasoning to follow a beam through several bounces: turn mirrors and splitters so laser beams light every crystal at once, with double crystals and red, blue and purple light in the later groups. 24 levels, each checked by computer to have one answer, with undo, reset and solver hints.
Molecule Lab 14+ ~15m Covalent bonding as taught at GCSE: how many bonds each atom makes (H 1, Cl 1, O 2, N 3, C 4), single, double and triple bonds, and turning a formula into a structure, with isomers told apart (ethanol and methoxymethane are both C₂H₆O). Each finished molecule relaxes into its VSEPR shape and names its bond angle, so shapes of molecules come for free.
Projectile Range 14+ ~15m Projectile motion as taught at GCSE and A level: choosing a launch angle and speed, then checking the measured time of flight, highest point and range against R = v² sin 2θ / g and the other formulas worked out with your own numbers. Walls, raised platforms, complementary angles, the Moon, Mars and a heavy planet, and a three-shot round with narrow targets; predict the range first for a bonus within 5%.
Logic Gates 14+ ~15m Boolean logic for GCSE Computer Science: reading truth tables, what AND, OR, NOT, XOR, NAND and NOR do, De Morgan’s laws, building any gate from NAND, and real circuits such as half and full adders, a multiplexer and a comparator. Every level is checked solvable by computer, with undo, solver hints and a gate guide.

🎨 Creative & Free Play

GameAgeTimeWhat it practises
Color Matcher 3+ ~5m Mixing red, green and blue light to match a target colour — an early feel for how colour is made.
Drawing Pad 3+ open Free drawing. No goals, no score — a blank page, colours, and a download button.
Silly Story Builder 7+ ~10m Word classes — nouns, verbs, adjectives, adverbs — by choosing which kind of word each blank needs, then seeing one swapped word change the whole story.

⚡ Speed & Coordination

GameAgeTimeWhat it practises
Catch the Fruit 5+ ~3m Reaction speed and hand-eye coordination. No academic content — this one is for fun and for tired afternoons.
Balloon Pop 5+ ~3m Finding numbers or letters in order, quickly — recognising the symbol, not just reciting the sequence.
Whack-a-Mole 5+ ~3m Reaction time and impulse control — some things you tap, one thing you must not.
Pond Prix 5+ ~5m Quick recall of number facts while racing: counting to 10, adding to 10, adding and taking away to 20, and the 2, 3, 4, 5 and 10 times tables, picked out at answer gates. Every answer is shown after the gate, so a splash of mud still teaches the sum.