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You are a small, determined comet on a fixed orbit through a busy little solar system. Hold to burn, release to coast — that is the whole game, and it is plenty. Planets, moons, and asteroid trams cross your path at four glowing intersections, and one bump ends the run. Graze past a crosser for near-miss bonuses, chain them for multipliers, and ride the blaze at top speed when your nerve holds. Every lap tightens the traffic. Endless score-chasing with unlockable comet palettes, plus a seeded Daily Crossing where everyone threads the same sky, with a shared leaderboard and streaks.

Higher or lower, for cardboard. Two cards face off — pick the one worth more and your streak climbs. One wrong call ends the run. Play the seeded Daily, a quick Round of 10, or chase an Endless high score, then share your streak.
by CollX

A logic-puzzle game set in a village lantern workshop during festival week. Commissions arrive as charcoal sketches pinned to the corkboard: a target string of glowing paper lanterns. You rig brass contraptions along a pulley line — dye basins that recolor, snuffer bells that remove, paper presses that unfold one lantern into two, knotting jigs that merge matching neighbours, sorting forks, turnabout pulleys, counting gates — and your string of lanterns rides the line through each device, transforming station by station until it matches the sketch. Then you pull the cord and release them into the night sky. Thirty-six commissions across six festival nights teach function composition without ever saying so; a melting candle stub marks par, wax seals reward elegant lines, and the daily Night-Market Commission has a fewest-steps leaderboard and streaks.
by cozygames

A golden-hour railway dice roguelike. Your locomotive hauls a stack of cargo crates, every crate holds a die, and those dice are both your health and your attack — lose a crate, lose a die. Haul-offs against rival engines resolve in tumbling dice rolls where the sum is your damage, holding dice to reroll the rest is the push-your-luck dial, and rolling exactly 13 wakes the Rail Jinx, a soot-sprite who takes his cut out of your hull. Thirteen stops up the line — seven duels, six depot drafts of lanterns, plating, and crew — to the Baron at the summit, whose own 13s hit you for 13 instead. Roguelite runs of 10-16 minutes, three unlockable engines, and a seeded Daily Haul where everyone rides the same line, with a leaderboard and streaks.
by offtherails

Raise a plucky kid goat in a sunny alpine meadow and head-butt your way up the mountain, switchback by switchback, to dethrone the Old Ram of the Summit. Train her Horn, Hoof, and Fleece, keep her belly full from the Feed Cart, and scout each rival before you climb — battles auto-resolve in friendly clack-of-horns tussles where your build does the fighting. At wins 3 and 7 she grows into an Ironhorn, Cragdancer, or Stonewool, and each archetype climbs the mountain its own way. One loss tumbles you into the haystack: a full ascent is a 12–16 minute roguelite run with unlockable starter kids, a seeded Daily Climb with a shared leaderboard and streaks, and a final boss who punishes goats that coasted.
by RPGKids
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