If a word on this site is unclear, it belongs here. Tell us and it gets added.
One of seven promises about the shape of a session. A game belongs to exactly one shelf, chosen by its strongest tag, so the shelves never duplicate each other.
A cross-cutting bundle that ignores shelves: length, number of players, or stamina. A game can sit in a shelf and two packs at once.
The small rotated label on a card. It carries one fact only — the shelf, a new flag, or a rank — never two.
The bare playable frame, without the site around it. Used by the in-page player and, on request, opened directly.
Five games chosen by date. The roll resets at midnight Malaysia time and never repeats a set within a fortnight.
A themed run of four games scored together. The cup is a format, not a competition: nothing is uploaded anywhere.
A decorative marker for a pattern of play — finishing a shelf, or clearing a cup. Stored in the browser, never on a server.
The only test that matters when sorting the catalogue. If the player does not understand the goal by second ten, the game is filed as harder.
A layout where every target sits inside the lower half of the screen when held vertically.
Opening a game on a device that has never cached it. Our catalogue is built to be playable within one second of a cold start on 4G.
One complete attempt from start to a win, loss, or timer stop.
A sequence of rounds inside an endless game, ending only when you choose to stop or finally lose.
The shelf we recommend opening before anything demanding: short, forgiving, and quick to abandon.
1000/60 milliseconds per rendered frame. Games that cannot hold 60 on a mid-range phone are listed with a note.
A stray tap that arrives after a round has ended. Good games swallow these; ours are tested for it.
A local image of your result, generated in the browser. Nothing leaves the device unless you copy it yourself.
Play that survives a conversation. A good sign for a game in the Kopitiam pack.
The slow migration of your taste from one shelf to another over months. It is the most useful thing your play history can tell you.
Losing without being told loudly. Preferred in the Tenang shelf, where the point is to keep playing.
The time between two identical decisions. Short loops suit phones; long loops suit a desk.
The weakest game we still keep. Publicly stated at a rating of 4.0 so the floor is honest.
A review method: play once without notes, then again writing down everything the game taught you.
No app, no store, no install prompt. The entire arcade is HTML, CSS and JavaScript.
Every page exists twice, in English and Bahasa Melayu, with matching addresses and no machine translation.