Timeline

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  1. Blog

    Reef Shooter: the four cannons, what the Shop is worth, and how the reef gets harder

    The cannon fires on its own; your job is aiming. Damage and ammo for every cannon, which Shop buy gives the most damage per coin, how drops work, and why the fish get tougher the longer you play.

  2. Blog

    Snake and Apple: the drum bar, stamina, and how to keep enough apples

    You don't move a snake here, you defend an orchard from them. How the beat bar scores, what a swipe costs, when the serpents fall asleep, and what each Orchard shop item does.

  3. Blog

    Lab Capsule: clearing viruses, building chains and earning three stars

    A falling-capsule puzzle in an 8×16 bottle. How matches and chains work, what changes across the 18 levels, and exactly what each star asks of you.

  4. Blog

    Saint Chess: xiangqi against the Master, what each level really does, and how season points add up

    Chinese chess on a 9×10 board, with three Master levels, a two-player mode and 16 checkmate puzzles. The draw rules this version uses, how Undo works against the computer, and the exact season points per win and draw.

  5. Blog

    Sky Hopper: how the flap really works, why the speed never changes, and how to get through more gaps

    One tap, one flap, and pipes that never speed up. What a flap does to your bird, why hitting the top of the sky also ends a run, and a rhythm that gets you past your best score.

  6. Blog

    Gomoku Friend: five in a row on a 15×15 board, and the threats that win games

    Two players share one screen and X always starts. The exact rules this version uses, how Undo works, and the open threes and fours that decide most games.

  7. Blog

    Nugget Hook: level goals, critters that guard gold, and which upgrade to buy first

    A swinging hook, a ticking clock and a cash goal that grows every level. The real numbers behind each find, why moles and crabs block your gold, and how to spend in the Shop.

  8. Blog

    Dash Hop: when to jump, when to duck, and what changes at 200, 500 and 1000 m

    One touch ends a run, so the whole game is reading the next obstacle. Controls, the three obstacle types, the speed steps and how stars fit in.

  9. Blog

    Dead Pixel: checking a screen for bad pixels, touch dead zones and a weak vibration motor

    Thirteen tests in one menu: five colour patterns for the panel, seven touch and pen checks, and a vibration test. What each one shows and how to read the result.