Phaser 3 games · Classes 3–8

70 small games that build big thinkers.

Every game trains one thinking skill: memory, attention, planning, logic, number sense. Ten fresh levels per session, each one a step harder than the last.

Spin the wheel

Parcel Drone

Memorise the houses, then drop parcels from memory as the street flies by.

Working memory · Classes 3–8

Play it ▸

Can't choose? Spin it!

Twelve games ride the wheel. Pick a skill to load the wheel with only those games, then hit Spin.

Ready when you are!

The skill galaxy

Tap a planet to see its games

The game library

Showing all 70 games

My class
Set
Skill
#01
Working memory

Parcel Drone

Memorise the houses, then drop parcels from memory as the street flies by.

Classes 3–8Play
#02
Attention

Firefly Watch

Track the glowing fireflies through the swarm, then pick them out.

Classes 3–8Play
#03
Processing speed

Rapid Recipe

Catch only what the order needs as ingredients rain into the kitchen.

Classes 3–5Play
#04
Inhibitory control

Zoo Gate

Open the gate only for animals that fit the rule, and freeze on STOP.

Classes 3–8Play
#05
Cognitive flexibility

Morph Runner

Switch between ball, bird and fish to match the ground, even when the buttons swap.

Classes 3–8Play
#06
Planning

Robo Courier

Program the robot with command cards to collect every parcel and park home.

Classes 6–8Play
#07
Spatial reasoning

Shadow Wall

Rotate and flip your block to fit the hole before the wall hits.

Classes 3–8Play
#08
Logical reasoning

Pet Detective

Use the clues to rule out suspects one by one and name the thief.

Classes 3–8Play
#09
Pattern recognition

Beat the Bot

Crack the robot's secret rock-paper-scissors pattern and beat it.

Classes 3–8Play
#10
Numerical reasoning

Balance Rush

Balance the see-saw bridge with number tiles before the cart arrives.

Classes 3–8Play
#11
Visual search

Lighthouse Lookout

Only the sweeping beam shows a boat's colours. Find the one the radio describes.

Classes 3–8Play
#12
Time estimation

Toast Timer

No clock! Pop each toast at exactly the seconds on its dial.

Classes 3–8Play
#13
Working memory · updating

Rumour Village

Curtains close, news arrives. Keep track of who lives where.

Classes 3–8Play
#14
Probability

Lucky Chutes

Read the pegs and predict which cup gets the most marbles.

Classes 3–8Play
#15
Perspective taking

Mirror Dance-Off

Tap HER left hand, not yours, even when she turns around.

Classes 3–8Play
#16
Rule discovery

Alien Customs

Let aliens in or send them back to crack the secret rule, which keeps changing.

Classes 3–8Play
#17
Divided attention

Orbit Keeper

Keep satellites in orbit while answering the radio.

Classes 3–8Play
#18
Auditory memory

Night Sounds

Hear the forest in the dark, then tap the animals in order.

Classes 3–8Play
#19
Number sense

Swarm Guess

A swarm flashes for a second. How many bees were there?

Classes 3–8Play
#20
Visual closure

Foggy Window

Wipe as little fog as you can, then name the hidden picture.

Classes 3–8Play
#21
Mental maths

Vine Swing

Swing the monkey across the river: tap the vine with the right answer.

Classes 3–8Play
#22
Inhibition and flexibility

Penalty Hero

Blue ball: dive where it aims. Red ball: dive the other way. Then the rules swap!

Classes 3–8Play
#23
Attention (tracking)

Ghost Shuffle

Follow the ghost's door as the haunted doors shuffle, then catch it.

Classes 3–8Play
#24
Pattern recognition

Dragon Snack

Feed the baby dragon the next snack in its pattern.

Classes 3–8Play
#25
Processing speed

Lane Racer

Steer your kart through the gate that matches the banner.

Classes 3–8Play
#26
Visual-spatial memory

Laser Heist

Memorise the laser grid, then sneak the raccoon to the diamond.

Classes 3–8Play
#27
Reaction and inhibition

Robo Boxer

Block the real punches and ignore the fakes for a K.O.

Classes 3–8Play
#28
Spatial estimation

Cannon Cove

Charge the cannon just right to sink every pirate ship.

Classes 3–8Play
#29
Working memory and speed

Scoop Stack

Remember the order, then catch the scoops in the right order.

Classes 3–8Play
#30
Visual memory

Police Sketch

Glimpse the thief, rebuild the face (beards, nose rings, earrings, hair styles and more), catch them in the line-up.

Classes 3–8Play
#31
Visual-spatial reasoning

Picture Patch

Flip the face-down cards and swap pieces until every picture is whole again.

Classes 3–8Play
#32
Visual memory

Half & Half

Peek, then flip two cards: find the left and right halves of the same picture.

Classes 3–8Play
#33
Planning and divided attention

Train Switch

Flip the track switches so every coloured train reaches its own station.

Classes 3–8Play
#34
Sequence memory

Firework Echo

Watch the rooftop fireworks, then replay the show in order, or backwards.

Classes 3–8Play
#35
Money maths (₹)

Coin Shop

Run the shop: pay the exact price, then give the right change.

Classes 3–8Play
#36
Visual attention

Spot the Change

Two pictures, a few sneaky changes. Find them all before time runs out.

Classes 3–8Play
#37
Telling the time

Clock Rescue

Drag the minute hand round the clock to fix the broken town clock.

Classes 3–8Play
#38
Spatial planning

Pipe Plumber

Turn the pipes so the water flows from the tap to the thirsty flower.

Classes 3–8Play
#39
Inhibition (Stroop)

Colour Clash

Pop the balloons painted the right colour, and ignore the tricky words.

Classes 3–8Play
#40
Logical reasoning

Gear Spin

Which way will the flagged gear turn? Or will the whole machine jam?

Classes 3–8Play
#41
Planning and timing (physics)

Candy Drop

Swipe to cut the ropes and swing the candy into the portal. Grab every star!

Classes 3–8Play
#42
Planning under time pressure

Line Rush

Draw metro lines between shape stations before the passengers pile up.

Classes 6–8Play
#43
Deductive reasoning

Balance Detective

One ball is heavier. Find it with only a few weighings.

Classes 4–8Play
#44
Planning and working memory

Jug Master

Fill, empty and pour to measure exactly the right number of litres.

Classes 4–8Play
#45
Number sense and planning

Gold Bar Payday

Cut the gold bar just a few times so you can pay the worker every day.

Classes 5–8Play
#46
Deductive reasoning

Label Fixer

Every jar wears the wrong label. Peek once or twice, then fix them all.

Classes 4–8Play
#47
Planning and deduction

Switch Detective

Which switch lights which bulb? You can go upstairs only once.

Classes 5–8Play
#48
Logical ordering

Horse Tournament

No stopwatch! Race the horses cleverly to find the fastest ones.

Classes 6–8Play
#49
Planning and rule-keeping

River Crossing

Get everyone across the river without breaking the rules.

Classes 3–8Play
#50
Logical reasoning

Lights Ring

Each tap flips a lantern and its neighbours. Light them all up!

Classes 4–8Play
#51New!
Timing and reading the play

Cover Drive

Bat in a real-physics cricket match: read the ball, time your swing and hit the gap.

Classes 4–8Play
#52New!
Anticipation: reading a flight

Spike Reader

Read the volleyball as it flies over the net and be right where it lands.

Classes 4–8Play
#53New!
Anticipation and spatial planning

Through Ball

Pass into space so your striker runs onto the ball, past the defenders.

Classes 5–8Play
#54New!
Anticipation and quick decisions

Cricket Champ

Read the length and line, then pick the right shot before the ball arrives.

Classes 3–8Play
#55New!
Estimation: angle and power

Hoop Shot

Drag, aim and shoot: real ball physics off the rim and backboard.

Classes 3–8Play
#56New!
Planning: cause and effect

Domino Chain

Drag dominoes, ramps, planks and seesaws into place, press Play and watch the chain ring the bell.

Classes 3–8Play
#57New!
Planning with limited resources

Eco Power Town

Build solar, wind, tidal and biomass power on a tiny island. Every tile changes the power, so plan your coins to light every home.

Classes 4–8Play
#58New!
Planning ahead against an opponent

Web Trap

A fly is stuck on a wobbly spider web. Tap knots to spin sticky silk and wall it in before it hops out to the edge.

Classes 3–8Play
#59New!
Spatial reasoning: reflection

Prism Path

Turn the mirrors so the light beam bounces into the crystal.

Classes 4–8Play
#60New!
Working memory: updating

Bus Stop Count

People hop on and off the bus. How many are riding now?

Classes 3–6Play
#61New!
Deductive reasoning

Code Cracker

Crack the safe: every guess tells you what is right and what is in the right place.

Classes 5–8Play
#62New!
Cognitive flexibility: rule switching

Sort-o-Matic

Sort the toys on the belt - but the secret rule changes without warning!

Classes 3–8Play
#63New!
Analogical reasoning

Pattern Pairs

This goes to that... so what goes with this? Spot the change and copy it.

Classes 4–8Play
#64New!
Spatial orientation: directions

Map Pigeon

Guide the carrier pigeon with N, E, S, W - even when the map turns.

Classes 4–8Play
#65New!
Sequencing: cause and effect

Story Strips

The comic strip got shuffled. Put the panels back in order.

Classes 3–6Play
#66New!
Planning: shortest path

Ant Trail

Lead the ant to the picnic with the fewest steps on the numbered paths.

Classes 5–8Play
#67New!
Visual search: conjunctions

Fish Finder

Find the striped red fish in a busy reef before the bubble timer pops.

Classes 3–8Play
#68New!
Planning: structures and balance

Bridge Beavers

Help the beavers build a log bridge strong enough for the toy truck.

Classes 4–8Play
#69New!
Planning with a budget

Silk Budget

Spin threads between twigs to catch leaves, raindrops and beetles, without running out of silk. Beetles need two crossing threads!

Classes 4–8Play
#70New!
Planning: the cheapest route

Silk Path

Plan the spider's cheapest route across the web to every fly. Sticky threads cost more, and the shortest-looking way is often a trap.

Classes 5–8Play

Idea Lab: 10 ideas, now real games

Live previews · tap ▶ Play to play

These started as sketches; now every one is a full game with 120 levels (Set 8). Tap a preview to open it big with its Easy, Medium and Hard levels, or press ▶ Play.

Spatial reasoning: reflection

Prism Path

Turn the mirrors so the light beam bounces into the crystal.

  • Tap a mirror to turn it 45°.
  • Plan the bounces before you fire the beam.
  • Fewest turns earn 3 stars.
Classes 4–8 · Space & shape ▶ Play
Working memory: updating

Bus Stop Count

People hop on and off the bus. How many are riding now?

  • Watch each stop: some get on, some get off.
  • Keep a running count in your head.
  • Answer when the bus reaches the depot.
Classes 3–6 · Memory ▶ Play
Deductive reasoning

Code Cracker

Crack the safe: every guess tells you what is right and what is in the right place.

  • Pick a symbol for each slot and try it.
  • ✔ = right symbol, right slot; ↔ = right symbol, wrong slot.
  • Open the safe within the tries you have.
Classes 5–8 · Logic ▶ Play
Cognitive flexibility: rule switching

Sort-o-Matic

Sort the toys on the belt - but the secret rule changes without warning!

  • Tap a bin for each toy: colour, shape or size?
  • A buzz means the rule is wrong now.
  • Find the new rule fast and keep the belt moving.
Classes 3–8 · Speed & control ▶ Play
Analogical reasoning

Pattern Pairs

This goes to that... so what goes with this? Spot the change and copy it.

  • See how picture A changes into B.
  • Apply the same change to C.
  • Pick the right D from four choices.
Classes 4–8 · Logic ▶ Play
Spatial orientation: directions

Map Pigeon

Guide the carrier pigeon with N, E, S, W - even when the map turns.

  • Read the compass rose: the map may be turned.
  • Tap N, E, S, W steps, then Fly.
  • Avoid storms and land on the flagged roof.
Classes 4–8 · Space & shape ▶ Play
Sequencing: cause and effect

Story Strips

The comic strip got shuffled. Put the panels back in order.

  • Look for clues: shadows, ice melting, a plant growing.
  • Tap the panels in order.
  • Press play to watch your story.
Classes 3–6 · Planning ▶ Play
Planning: shortest path

Ant Trail

Lead the ant to the picnic with the fewest steps on the numbered paths.

  • Each path shows how long it is.
  • Tap stones to draw the trail.
  • Beat the queen's best total.
Classes 5–8 · Planning ▶ Play
Visual search: conjunctions

Fish Finder

Find the striped red fish in a busy reef before the bubble timer pops.

  • Read the order: colour + pattern.
  • Tap the one fish that matches both.
  • Look-alikes share one feature only.
Classes 3–8 · Attention ▶ Play
Planning: structures and balance

Bridge Beavers

Help the beavers build a log bridge strong enough for the toy truck.

  • Tap logs to lay them; each must end on a rock or the bank.
  • Long logs hold fewer crates.
  • Press Drive and use the fewest logs that hold.
Classes 4–8 · Planning ▶ Play

Every session climbs

A session is 10 levels picked at random from a bank of 120. Levels 1–3 are Easy, 4–6 Medium and 7–10 Hard, and inside each band every level is harder than the one before: harder content first, then a little less time, more speed or fewer spare moves.

  1. Play one level at a time; a correct level earns 1 ⭐ point.
  2. Missed it? Try the same level again, or skip to the next.
  3. Level 10 is a boss level with its own twist.
  1. L1
  2. L2
  3. L3
  4. L4
  5. L5
  6. L6
  7. L7
  8. L8
  9. L9
  10. L10
Easy L1–3Medium L4–6Hard L7–10

Under the hood

Engine
Phaser 3.80, WebGL with a Canvas fallback
Screen
1920 × 1080, scaled to fit any device
Input
Touch, mouse and keyboard
Code
ES2018, one class per file, works on older tablets
Physics
Real ball and rope physics in Penalty Hero, Cannon Cove, Candy Drop, Domino Chain and the Sports arena
Levels
Generated and checked by solvers, scored for difficulty