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Camera Game
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Games · score points
Scenes · just for fun
Stand back so the camera sees your whole body. Move into a bubble to pop
it. Hard mode mixes in dark, pulsing bombs marked with a white X — pop
one and you lose 25 points and your combo.
Two players stand side by side in front of the camera. Move up and down
on YOUR side of the screen to control YOUR paddle. First to 11 wins.
Hard mode = faster ball.
The dino runs forward on its own. Physically jump in
front of the camera to make it jump over a cactus. Hard
mode = faster speed and more cacti.
Pieces start centered. Wave at the LEFT or
RIGHT button to move; reach for the
ROTATE button to spin the piece, or wave at the
DROP button (right of rotate) to slam it
straight down to its landing spot. A faint outline shows where
the piece will land. Hard mode = faster fall.
Fruits fly up from the bottom — swipe a hand fast through
them to slice. Slow waving doesn't count. Sliced fruits split into halves
with juice splash. Chain slices within ⅓ of a second for a combo
multiplier. Watch out for bombs — slicing one costs
30 points and breaks your combo, but doesn't end the round. Miss three
fruits = game over. Hard mode = faster spawns and more
bombs.
Six holes in a 2×3 grid. Cute moles pop up at random for ~1.5 s — swipe
a hand over one to whack it. 60-second timed round. Whack two or more
in quick succession for a combo multiplier (up to ×6).
Hard mode = faster spawns, shorter visibility, occasional
double pop. Runs smooth on any laptop.
Colored bubbles are scattered around. Your movement
sweeps nearby bubbles along — herd two of the
same color together and they'll flow into one
bigger bubble. Points per merge, chain bonuses for quick
back-to-back merges, a bonus for finishing off a color — best
score is saved. Hard mode = 5 colors × 5
bubbles instead of 4 × 4.
Cookies, donuts, hearts and rare gold stars fall from the top. A
wide basket at the bottom follows your motion —
move side to side to catch each treat. Five misses
end the round (three in Hard). Chain catches within 1.2 s for a
combo multiplier up to ×6. Hard mode = faster
fall, faster spawns, narrower basket.
Endless ski run! Lean LEFT or RIGHT in front of
the camera to steer the skier between the blue-and-red flag
gates. Pass between them for +10, dead-center
for +25. Dodge the pine trees — three crashes
ends the run. Speed ramps up over time. Hard
mode = faster scroll, narrower gates, more trees.
A flaming limbo bar appears across the screen.
CROUCH so your head stays below the bar for the
whole round. A small triangle on the left edge shows where the
top of your silhouette currently is — it turns green when you're
safely under, red when your head is in the danger zone. Each
round the bar drops a little lower; three failures ends the
game. Hard mode = the bar drops faster and
each round is shorter.
A colorful beach ball drops in. Use any part of your
body — head, hands, knees, foot — to bounce it back
up. Don't let it hit the floor. Three drops ends the game.
Score is total bounces; streak multiplier kicks in every five
consecutive bounces. Hard mode = stronger
gravity (faster falls).
Cute birds fly across the sky on wavy paths. Wave
fast at a bird to catch it — chain catches within
1.4 s for a streak multiplier up to ×5. 60-second round.
Hard mode = faster birds and tighter spawn
timing.
Classic brick-breaker. Move SIDE to SIDE to
slide the green paddle and bounce the ball into the colored
bricks. Break every brick to advance to the next level (more
rows, faster ball). Three drops ends the game.
Hard mode = smaller paddle + faster ball.
Soccer balls fly toward the goal at the top of the screen.
Block them with any part of your body — head,
hands, knees, foot. Three goals against you ends the game.
Streak multiplier kicks in after five back-to-back saves.
Hard mode = faster shots and quicker spawns.
A big traffic light flips between GREEN (go!)
and RED (freeze!). Any movement counts —
hand, head, foot. Score on green; lose a life on red. 60 s
round. Hard = fewer lives, sneakier light
timing.
The whole canvas is a grid of empty cells. Wave through
every cell — corners, edges, middle — to fill them
with color; near the end, the last unpainted spots pulse with
golden rings so you can hunt them down. Win when 100 % is
filled. Score is your best time to completion (lower is
better). 90-second limit.
Hard = smaller cells (more of them).
A heavy bag hangs in the middle. Throw fast, sharp
moves at it — punches, kicks, head bobs — and chain
them inside 1 second for combo multipliers up to ×8. 45-second
round. Hard = higher threshold per hit.
Big rubber balls fly across the screen at varying heights.
Don't be in their path — move out of the way.
Score grows every second survived; three hits ends the game.
Hard = faster, more frequent balls.
Climb the wall! Each upward burst of motion
boosts your beanie-wearing climber up a big rock wall that
scrolls past; gravity pulls them back down. Every meter ledge
you pass celebrates with confetti and a chime. Score is your
max height in meters, with a dashed line showing your
previous best. 60-second round. Hard =
smaller boost per burst.
A small runner darts around the screen. Chase it and
hit it with motion; it teleports away every time you
catch it. 60-second round. Hard = runner is
much faster.
Two players, side by side. The screen splits
down the middle; whichever side has more motion energy pulls
the rope marker that way. First to drag it past their goal
line wins the round. Best of 3. Hard = harder
to push the marker (needs sustained energy).
Colored paint balloons fall from the sky. Hit them
with motion to pop them in a colorful splat that
paints the screen. Score = balloons popped in 60 seconds.
Hard = faster falls + faster spawn rate.
A swinging pinata hangs in the middle of the screen.
Whack it with motion until it bursts open
in confetti (5 hits in Normal, 8 in Hard). Each whack = +10;
a burst = +50 bonus. A fresh pinata drops a moment later.
60-second round.
Not a game — just falling snow. Wave anywhere in front of the camera
and snowflakes get pushed up and outward, swirling around your hands.
Hard mode = blizzard (more snow, faster fall).
Not a game — your camera view auto-cycles through 24 silly looks
(upside down, pixelated, rainbow, disco, wavy, ghost trails,
stretchy, kaleidoscope, ×4 mirror, ×9 mirror, wobble, zoom, old
TV, newspaper, 3D echo, VHS, tiny, porthole, cracked, negative,
heat vision, stripes, dream, magnify). Press SPACE
to skip to the next. Hard mode cycles twice as
fast.
Not a game — wherever you move, fire ignites. The flames build up the
more you move and gradually die out when you stop.
Inferno mode makes the fire bigger, hotter, and
spawn more aggressively.
Not a game — colourful fish swim around an underwater scene. Wave
and the school scatters; hold your hand still for a couple of
seconds (watch the ring shrink) and food pellets drop there — the
fish race over and gobble them up with happy little wiggles.
Reef mode adds extra fish for a busier tank.
Not a game — meet Pip, a tiny pink critter with a
squeaky little voice — a different sound for every mood. Wave and
Pip instantly hops your way, flinging hearts; raise a hand and Pip
leaps up toward it; hold still and they get sleepy. Shy
mode (Hard) flips it — Pip runs away from fast motion and only comes
close when you move very gently.
Not a game — your motion paints rainbow strokes onto a dimmed
version of yourself. The hue cycles over time so a sustained wave
draws a rainbow ribbon. Press SPACE to clear the
canvas and start fresh. Vivid mode lets strokes
linger almost twice as long. Runs on any laptop.
Not a game — every face in front of the camera gets a pair of fun
glasses (round, square, heart, star, aviator, or 3D). Multiple
friends? Multiple pairs. Glasses sit on the real eye line and
tilt with the head. (First load pulls a small model from a CDN —
needs internet for a few seconds.) Press SPACE
to re-roll everyone's style. Party mode
auto-rotates everyone every few seconds.
Wave anywhere in front of the camera and a rocket launches from
that spot, soars up, and explodes into a colorful particle
shower. Six color palettes; VIVID mode adds
rainbow palettes, faster spawns, and bigger explosions. No
score, no timer — just kid + camera + sparkles.
A stormy purple sky. Wave anywhere in front of the camera and a
jagged lightning bolt strikes from the top of the screen down to
where you moved, with an electric crackle. Big motions trigger
brighter strikes that flash the whole screen.
STORM mode = more bolts per wave and rolling
thunder. No score, no timer.
Wave anywhere in front of the camera and a colorful burst of
confetti spawns at your hand position, falling with gravity and
spinning as it goes. Ten colors mixed at random.
PARTY mode = bigger pieces, twice as many per
wave, and they linger longer. No score, no timer.
A slow-spinning starfield. Move in front of the camera and the
stars near you ripple outward. No score, no timer.
VIVID mode = nearly twice as many stars.
A stormy night with rain falling everywhere — except where YOU
are. Wherever you move, you create a dry "umbrella" around
yourself. No score, no timer. VIVID mode =
much heavier downpour.
Fixed stars scattered across the night sky. As you move, your
motion trail "discovers" constellations — nearby stars connect
with faint lines as your trail crosses their midpoints. No
score, no timer.
A colorful dance-floor grid with a real steady beat. Step into
a tile (with any body part) and it lights up bright with a
little tone. The more you dance, the higher the dance meter
fills and the wilder the light show gets — fill it all the way
for a full-floor rainbow wave. No score, no timer; press
M to mute the music.
VIVID mode = bigger grid.
Warm wax blobs drift up through a red glass lamp. A gentle wave
nudges the nearest blobs aside; a quick strong swipe squashes
one and splits it in two with a soft gloop — the halves drift
apart, then find each other and gloop back together. Calming,
no score. VIVID = more blobs.
The camera feed mirrored 6 ways around the center, like a
real kaleidoscope. Move around to see the symmetric pattern
shift. VIVID mode adds a slow rotation to
the kaleidoscope.
A still water surface. Every burst of motion drops a virtual
raindrop where you are, sending expanding ripples outward.
No score. VIVID = ripples spawn twice as
often.
Move in front of the camera to draw a mandala. Your motion is
mirrored 8 ways around the center, so any little wave becomes
a symmetric pattern. No score, no timer.
VIVID mode adds extra mirrored reflections
for an even denser pattern.
A swarm of glowing fireflies drifts across a dark forest
sky. Move slowly and the swarm gathers and orbits around
your hand; keep them together and a synchronized flash
ripples through the whole swarm — like real fireflies
blinking in unison.
VIVID = much bigger swarm.
The canvas is tessellated into ~36 colored polygon cells
with black lead lines, like a church window. Where you
move, the panes light up as if sunlight is shining on them
— and they stay glowing for a while. A progress bar tracks
how much of the window is lit; light up every pane for a
golden sunburst and a chime before the window softly resets
for another round. VIVID =
~64 finer cells.
A calm turquoise sea under a soft horizon, with overlaid
sin-wave lines that shimmer continuously. Sun glitter
sparkles near the horizon. Moving in the lower half drops
a "stone" that radiates an expanding ripple ring outward.
VIVID adds twice as much sun glitter.
A thick flowing ribbon follows wherever you move — like
a comet tail or a flowing scarf. The ribbon shifts color
along its length and tapers off into the distance.
VIVID = much longer ribbon (180 points
vs 90).
Pancakes fall from the top — a plate at the bottom
follows you, and every catch lands on your tower. Off-center catches
make the tower lean — catch on the other side to
straighten it before it topples! Golden butter = +5, three misses end
the round. Hard = faster falls, tippier tower, wind.
A pinball table! Wave a hand on the LEFT half of the
camera to flick the left flipper, the RIGHT half for
the right one — one wave, one flip. Bumpers +10, slingshots +5, three
balls per game. Hard = stronger gravity, narrower
flippers, bumpers worth more.
First PUMP THE FUEL: move as much as you can for 12
seconds — jumping, waving, dancing all count. Then 3… 2… 1…
BLAST OFF! Lean left and right to catch golden boost
stars; your score is how high you fly. Hard = the
tank leaks while you pump, stronger gravity, rarer stars.
A quiet night garden. Wherever you move, flowers sprout from the soil
and bloom — daisies, tulips, sunflowers — each with a tiny chime. Hold
still and butterflies flutter in. VIVID = richer
colors, fireflies, more flowers.
The window is fogged over with winter frost. Move to wipe it away and
peek through the glass — the frost slowly creeps back, so keep wiping!
VIVID = night window with cozy lamplight and snow
falling outside.
3… 2… 1… GO! You get 10 seconds — wave your arms,
dance, jump, go as FAST as you can. The giant
speedometer shows your live speed and points pour in while you
move: WARM UP → FAST → TURBO → SUPERSONIC →
⭐ SPEED STAR (gold!). Hard =
MARATHON: 20 seconds, the needle drops faster, and stars cost
more points.
Click Start, allow the camera, and step into frame.
Private: video stays on your device. Nothing is
recorded, saved, or uploaded.
Games & scenes
Bubble Pop
A 60-second motion game where colorful bubbles spawn from every edge
of the screen and drift inward at random angles. Move any part of
your body — head, hand, foot — to pop them. The spawn rate ramps up
as the round progresses; consecutive pops within a short window
build a combo multiplier. Hard mode mixes in dark
pulsing bombs marked with a white X (pop one and you lose 25 points
and your combo). Look out for golden bubbles worth 100 base points
and milestone fanfares at 100, 250, 500, and 1000.
Ping Pong (2 players)
Classic Pong, controlled by motion. Two kids stand side by side in
front of the camera; each controls their paddle by moving up and
down on their own half of the screen. The ball speeds up with every
hit; first to 11 wins. Hard mode = faster starting
ball and a higher max speed.
Dino Jump
A Chrome-offline-style runner you control by jumping for real. The
dinosaur jogs forward; physically jump (or raise an arm high) in
front of the camera to leap over a cactus. Only deliberate upward
movement triggers a jump, so accidental side-to-side waves are
ignored. Speed ramps gradually as you survive.
Tetris
Motion-controlled Tetris on an 8-column board with four motion
zones overlaying the camera view: wave at the LEFT
or RIGHT side to move the falling piece, reach
for the ROTATE button to spin it, or wave at
the DROP button next to rotate to slam the
piece straight down to its landing spot. A translucent ghost
shows where the piece will land. Score +5 per placement plus
standard line-clear bonuses (+100 / +300 / +500 / +800 for 1–4
lines), with a back-to-back combo multiplier of +50 × combo
length.
Bubble Match
Colorful bubbles are scattered around. Any movement nearby
sweeps bubbles along — herd two bubbles of
the same color into each other and they
flow together into one bigger bubble; finished colors are
marked with a green ✓ and locked in place so you can focus on
what's left. Every merge scores points, quick back-to-back
merges earn chain bonuses, and finishing off a color pays a
completion bonus — your best score is saved per mode.
HARD mode adds
purple as a fifth color and bumps each color to five bubbles.
Catch the Treats
Cookies, donuts, hearts and rare gold stars fall from the top.
A wide basket at the bottom follows your motion
side to side — be underneath each treat as it lands to catch
it. Five misses end the round (three in Hard). Chain catches
in quick succession for a combo multiplier. Different from
Bubble Pop and Whack-a-Mole: instead of waving AT a thing, you
POSITION yourself so the thing arrives where you are.
HARD mode = faster fall, narrower basket,
fewer lives.
Slalom
Endless skiing-down-a-slope game. Lean left or right in front
of the camera and the skier on screen mirrors you, steering
between pairs of blue-and-red slalom flags that approach from
the top of the screen. Pass between a gate's two poles for
+10 points; thread the centre exactly for +25 (PERFECT).
Pine trees are obstacles — clip one and you lose a life, and
after three crashes the run ends. Slope speed ramps up
gradually so the kid stays on edge. HARD
mode = faster scroll, narrower gates, more trees.
Limbo
How low can you go? A flaming horizontal bar appears across
the canvas at a challenge height. The kid has to crouch (or
otherwise lower themselves) so their silhouette stays below
the bar for the whole round. A live indicator on the left edge
shows where the top of their silhouette is — green when safely
under the bar, red when the head pokes up into the danger
zone. Each successful round drops the bar a notch, so the run
gets progressively harder. Three failures ends the game.
HARD mode shortens the per-round window and
drops the bar faster between rounds.
Juggle
A colorful beach ball drops in with gravity; the kid uses any
part of their body — head, hands, knees, foot — to bounce it
back up. Wherever the ball overlaps the player's silhouette,
it reverses direction with a small random horizontal kick, so
consecutive bounces aren't predictable and the kid has to
track and reposition. Don't let the ball hit the floor.
Three drops ends the game; score is total bounces (with a
streak multiplier that kicks in every five consecutive
bounces, capped at ×4). HARD mode raises
gravity for faster falls.
Bird Chase
Five colors of cartoon birds fly across the screen on
sine-wobble paths, alternating left-to-right and right-to-left
spawns. The kid swipes a hand fast through a bird to catch
it — same proven momentary-armed pattern as Whack-a-Mole and
Ninja Fruit, so it works whether the kid shows full body, half
body, or just a hand in frame. 60-second timed round; chain
catches within 1.4 s of each other to build a streak
multiplier up to ×5. Birds that escape off the opposite side
cost nothing — just rack up as many catches as you can before
the timer runs out. HARD mode flies birds
roughly 40 % faster and shortens the gap between spawns.
Brick Breaker
Classic Breakout, motion-controlled. A green paddle at the
bottom of the canvas follows the kid's lateral motion centroid;
a white ball bounces between the paddle and a wall of colored
bricks at the top. Each brick broken scores +10. Clear every
brick on the board to advance to the next level — each new
level adds another row of bricks and ratchets the ball speed
up about 10 %, capped at six rows and 1.6× speed. Three
drops off the bottom of the screen ends the game.
HARD mode = smaller paddle (110 px vs 150)
and faster starting ball.
Goalkeeper
Soccer-style game. Balls launch from the bottom of the canvas
and fly toward a wide goal mouth at the top. The kid's
silhouette acts as the goalkeeper — any part of the body
(head, hand, knee, foot) in the ball's path counts as a save.
Each save scores +10 and a streak multiplier kicks in for
five-in-a-row saves, up to ×4. Balls that get past you into
the goal cost a life; three goals ends the game. Ball speed
creeps up a touch with every save to keep the pressure rising.
HARD mode = faster initial shots and tighter
spawn intervals.
Whack-a-Mole
Classic carnival whack-a-mole, motion-controlled. Six holes in
a 2×3 grid; cute cartoon moles pop up at random — swipe a hand
fast over a visible mole to whack it. Slow waves don't count,
only deliberate fast swipes. 60-second timed round; misses
don't end it. Chain whacks within a second for a combo
multiplier. HARD mode shortens mole visibility,
speeds up spawns, and adds a chance of two moles popping at
once.
Ninja Fruit
Fruits launch from the bottom of the screen in arcing tosses;
swipe a hand fast through them to slice. Slow waves don't count,
only deliberate fast swipes. Each sliced fruit splits in two
with a juice splash and a score popup. Chain slices for a combo
multiplier. Watch out for bombs: slicing one costs points and
breaks your combo. Miss three fruits and the round ends.
HARD mode spawns fruits faster and adds more
bombs.
Snow (no-score scene)
A casual interactive visual instead of a game — no score, no
timer, no game-over. Snowflakes fall across a winter-night sky;
wherever you wave, the snow swirls around your hands as you
move. Useful when the kid just wants to keep moving without the
pressure of a score. Blizzard mode adds many
more flakes and a faster fall.
Funhouse Mirror (no-score scene)
Pure live video silliness — no targets, no game-over. The
camera view auto-cycles through twenty-four
silly looks: upside down, pixel power, rainbow, disco, wavy,
ghost trails, stretchy, kaleidoscope, mirror ×4, mirror ×9,
wobble, zoom in, old TV, newspaper halftone, 3D echo, VHS
tracking, tiny, porthole, cracked mirror, negative, heat
vision, rainbow stripes, dream blur, and a roving magnifying
lens. Kids see themselves in increasingly silly forms and
laugh. Press SPACE to skip to the next look
immediately; FAST mode cycles more quickly.
Fire (no-score scene)
Wherever you move in front of the camera, fire ignites. Bigger
movements make a bigger fire; hold still and the fire dies down
over a few seconds. INFERNO mode makes the
flames hotter and wilder.
Aquarium (no-score scene)
Colourful fish (tropical, goldfish, blue tang, clownfish,
minnow) swim around an underwater scene with rising bubbles,
swaying seaweed, and rippling light at the surface. Wave near
a fish and it panics and darts away, then resumes its lazy
criss-crossing once you stop moving. Hold your hand still for
a couple of seconds — a shrinking ring shows the charge — and
food pellets drop right there; the whole school races over and
gobbles them up with little bubble-burst gulps and happy
wiggles.
REEF mode adds extra fish for a busier tank.
Pet (no-score scene)
Meet Pip — a cute pink critter who follows
you along the lower portion of the screen and squeaks with a
different little voice for every mood. Pip has four moods:
excited (fast motion → hops straight toward you,
flinging hearts), calm (gentle motion → walks
toward you with a small smile), sleepy (after a while
with no motion → eyes droop, sits down), and asleep
(longer still → eyes close, "z"s float up) — and moods change
quickly, so Pip reacts the instant you do. Raise a hand and
Pip leaps up toward it with a cartoony squash-and-stretch;
even at rest Pip never freezes — ears wiggle, breath rises
and falls, and the odd fidgety chirp slips out.
SHY mode inverts the behaviour — Pip flees
fast motion and only approaches when you slow down. Teaches
kids to move gently.
Light Painting (no-score scene)
Pure creative scene. You see a dimmed version of yourself;
wherever you move, a thick rainbow line is painted onto the
canvas, fading over a few seconds. The colour cycles as you
draw, so a sustained wave traces a rainbow ribbon. Overlapping
passes brighten into white — like real long-exposure light
painting. Press SPACE to clear the canvas and
start fresh; VIVID mode lets strokes linger
almost twice as long.
Glasses (no-score scene)
Every face in front of the camera gets a pair of fun glasses
— and yes, multiple friends in frame each get their own
independent pair. Six styles: classic round, hipster square,
pink heart, yellow star, aviator with reflective lenses, and
the red-and-blue 3D-movie pair. Each face gets a random style
on first detection and keeps it as it moves around. Glasses
sit on the real eye line and tilt with the head. Press
SPACE to re-roll everyone, or switch to
PARTY mode to auto-rotate everyone to a new
style every few seconds. (First run pulls a small model from a
CDN — needs internet for a few seconds, then cached.)
Fireworks (no-score scene)
Wave anywhere in front of the camera and a rocket launches
from your hand position, soars up trailing sparks, and
explodes into a colored particle shower against a deep
night-sky background. Every burst picks a random palette
from a set of six (pink/yellow/white, green/blue,
red/orange, purple/magenta, cyan/purple, fire). No score, no
timer — just kid + hands + sparkles for as long as they
want. VIVID mode adds two extra rainbow
palettes, faster spawn cooldown, and roughly twice as many
particles per burst.
Lightning (no-score scene)
A stormy purple-grey sky waiting for you to call down the
weather. Wave anywhere in front of the camera and a jagged
bolt of lightning strikes from the top of the canvas down to
where you moved, with an electric crackle. Bigger motions
trigger brighter strikes that flash the whole screen white
for an instant. Each bolt is a hand-jittered polyline with a
glowing cyan-white core, and about a quarter of strikes branch
into a forking sub-bolt. STORM mode adds an
extra bolt per wave plus low rolling thunder when a big
strike fires. No score, no timer.
Confetti (no-score scene)
Pure celebration. Wave anywhere in front of the camera and a
colorful burst of confetti spawns at your hand position,
falling with gravity and spinning as it goes. Ten colors mixed
at random (red, orange, yellow, green, cyan, blue, purple,
pink, white, hot pink). Each piece is a single tilted
rectangle — no shadows, no compositing — so it stays smooth on
any laptop even with hundreds on screen. Pool capped at 220
in normal, 480 in PARTY mode (which also adds
bigger pieces, twice as many per burst, and a longer lifetime
so the screen feels like a ticker-tape parade).
Stop & Go
A camera-controlled take on Red Light / Green Light. A big
traffic light cycles between green and red phases at random
intervals. On green, any motion scores points (more for
bigger bursts). On red, motion costs a life — with a tiny
grace window right after the light turns red so you can
freeze in time. Three lives, sixty-second round, tests
impulse control more than aim.
Rainbow Paint
Coverage challenge. The canvas is split into a grid (14 ×
10 in Normal, 18 × 13 in Hard); each cell starts empty
with a dark veil over it. Whenever motion is detected
inside a cell, the cell "fills" with a rainbow color and
stays filled for the rest of the round. Goal: 100 %
coverage — near the end, the last unpainted spots pulse
with golden rings so you can find and finish them instead
of hunting blindly. Best time-to-completion is saved per
difficulty.
Encourages the kid to wave to the corners and edges of the
camera view, not just stand in the middle. 90-second limit;
if the timer runs out, the round ends as a "partial" with
a percentage shown.
Boxing
A heavy bag hangs in the center of the canvas with a chain
running up to the top. Sharp motion above an energy
threshold counts as a punch, shaking the bag and adding
points. Chain hits within one second for combo multipliers
up to ×8. Detection is "motion energy spike" — no aiming
required, so any framing works.
Dodgeball
Big colored balls fly across the screen horizontally at
varying heights. The "hit" check is motion-presence in the
ball's circle as it passes; move your body out of the
ball's path to avoid it. Score grows every second
survived; three hits ends the game. Difficulty creeps up
as the round goes on.
Climber
A big beanie-wearing climber scales a full-screen rock wall
with banner ledges marking every meter. The climber stays
fixed on screen while the wall visibly scrolls past on each
burst, with clouds and birds drifting behind. Each upward
burst of motion gives the climber a boost; gravity pulls
it back down constantly. Every meter ledge celebrates with
confetti and a chime, and a dashed gold line shows your
previous best height. 60-second round.
Tag
A single colored "runner" circle bounces around the canvas
at moderate speed and changes direction unpredictably every
~0.9 seconds. Hit it with motion (motion-presence in the
runner's circle) to score; on each hit the runner teleports
to a new spot with a fresh color, with a short invulnerability
window so the same motion doesn't double-tap. 60-second
round.
Tug of War (2 players)
Two-player competitive game. The screen splits in half;
each frame the renderer sums motion energy on the LEFT
and RIGHT halves of the camera view (after the
mirrored-display correction). Whichever side has more
sustained energy pushes a velocity on a central rope
marker toward their goal line; whichever side drags the
marker past their own goal first wins the round. Best of
3 by default. The smoothing means short bursts don't help
much — both players have to keep moving steadily.
Splash
Colored paint balloons (red, orange, yellow, green, blue,
purple, pink) fall from random columns at the top with a
gentle sideways sway. Hit a balloon with motion (region
motion above threshold inside its circle) to burst it in
a colored splat — an irregular blob polygon plus a brighter
inner core — that lingers for ~4.5 seconds before fading.
Up to 60 splats build up the screen into a colorful
painting as you play. 60-second round.
Pinata
A colorful pinata hangs from a rope at the top of the
canvas, swinging on a simple pendulum (gravity-like
restoring force + damping). Hit it with motion to whack
it (motion-presence inside its circle, with a short
cooldown between hits). Every whack scores +10 and kicks
the swing; after 5 hits (or 8 in Hard mode) the pinata
bursts open, scattering 60 confetti rectangles with
physics, and a fresh pinata drops a moment later. Bursts
award a +50 bonus.
Pancake Stack
Pancakes drop from the top of the screen and a plate at the bottom
follows you as you move side to side. Every pancake you catch lands
on top of the last one and your tower grows — but it sways! Catch
off-center and the stack leans; lean past the limit and the whole
thing topples. Catch on the opposite side to
straighten it back up. Golden butter pats are worth +5, milestone
cheers at 5, 10 and 20 pancakes, and three missed pancakes end the
round. HARD mode = faster falls, a tippier tower,
and wind gusts that push your stack around.
Pinball
A glowing pinball table with two flippers at the bottom. Wave a hand
on the left half of the camera to flick the left flipper and on the
right half for the right one — each wave is one snappy flip. The
ball bounces off three big pop bumpers and two slingshot kickers,
racking up points with satisfying pops. A hit near the flipper tip
launches the ball hardest, so timing your flip is the whole game.
Don't let the ball drain between the flippers — you get three balls
per game. Hard mode pulls the ball down faster, shrinks the
flippers, and makes bumpers worth double.
Rocket Launch
A two-part space adventure. For twelve seconds the kid pumps rocket
fuel by moving — jumping, waving, dancing, anything counts — and the
more they move, the fuller the tank glows and the harder the rocket
rattles on its launchpad. Then 3… 2… 1… BLAST OFF! Launch speed
depends on the fuel, and the rocket climbs past clouds, birds,
airplanes and hot-air balloons — all the way into starry space with
a full tank. On the way up, lean left and right to steer into golden
boost stars that push the rocket even higher. When the speed runs
out, a parachute pops open and the rocket floats gently down to the
score screen. Score is the height reached in meters.
HARD mode = the fuel tank leaks while you pump,
stronger gravity, rarer stars.
Speed Star
A ten-second burst of pure energy. When the countdown hits GO,
move as fast as you possibly can — wave your arms, dance on the
spot, jump, wiggle — and the giant speedometer climbs with you.
The faster you go, the faster points pour in, and rising speed
unlocks louder and louder callouts: WARM UP, FAST, TURBO,
SUPERSONIC… give it absolutely everything and the whole gauge
turns gold for SPEED STAR. When time runs out you get a big
final score, up to three stars, and a saved best to beat.
MARATHON mode stretches the round to twenty seconds with a
needle that drops quicker, so pacing and stamina matter as much
as raw speed.
Galaxy (no-score scene)
A slow-rotating starfield centered on the canvas. Stars at
different "depths" rotate at slightly different speeds for
a cheap parallax effect. Motion in front of the camera
spawns a ripple at the motion centroid; nearby stars get
gently pushed outward as the ripple expands.
Rain (no-score scene)
Heavy rain over a dark stormy backdrop, with the kid acting
as an "umbrella". For each raindrop, the renderer samples
the motion map at the drop's tip; if motion is detected
there, the drop is skipped. Net effect: a clearly visible
dry silhouette of yourself with rain falling around it.
Constellation (no-score scene)
Fixed stars are scattered across a night-sky background.
As you move, your motion centroid leaves a fading trail.
Any pair of stars whose connecting line passes near a
recent trail point gets a faint "constellation" line drawn
between them — so the kid discovers patterns by drawing
with their body.
Disco Tiles (no-score scene)
A colorful dance-floor grid covers the canvas, pulsing to
a real steady dance beat. Step into a tile with any body
part and it lights up to full brightness with a tone,
fading back to dim as you move on. Dancing fills a dance
meter that tiers the light show up — fill it completely
and a rainbow wave sweeps the whole floor. Press
M to mute the music. VIVID
mode increases the grid density.
Lava Lamp (no-score scene)
Warm orange / red wax blobs drift upward through a dim
ruby-glass lamp with a gentle horizontal wobble. Each blob
morphs slightly through sin waves. A gentle wave nudges
nearby blobs aside, like running a finger through the wax;
a quick strong hit squashes a blob and splits it in two
with a soft gloop — the halves drift apart, then find each
other and gloop back together. Cheap flat fills + circle
highlights keep this comfortably under 5 % CPU on a
5-year-old laptop.
Kaleidoscope (no-score scene)
Six-fold symmetry over the camera feed. The renderer draws
the video six times — alternating reflected — clipped to
wedge-shaped triangles meeting at the canvas center. The
result is a real kaleidoscope: moving across the camera
creates the classic mirrored pattern.
VIVID mode adds a slow continuous rotation.
Ripples (no-score scene)
A still indigo water surface. Every motion burst at a point
drops a virtual raindrop, spawning an expanding ring that
fades over about two seconds. Each ring also draws a faint
secondary inner ring at half radius, so each ripple feels
like a real spreading wave. Up to 60 active ripples; cheap
stroked circles, no per-pixel work.
Mandala (no-score scene)
Your motion centroid leaves a trail, but each point is
drawn eight times rotated around the canvas center
(π/4 increments), creating an evolving rosette pattern.
Hue rotates slowly with each new point so the pattern
gradients through the rainbow. Old points fade after
three seconds. VIVID mode adds extra
reflected pairs for an even denser pattern.
Fireflies (no-score scene)
A swarm of glowing amber fireflies drifts across a dark
forest sky, each blinking gently to its own rhythm. Move
slowly and the swarm gathers and orbits around your hand;
keep them together and they reward you with a synchronized
flash rippling through the whole swarm — like real
fireflies blinking in unison. Hold still and
they wander apart again. VIVID = more
than twice as many fireflies.
Stained Glass (no-score scene)
The canvas becomes a church window — colored glass panes
(~36 in Normal, ~64 in Vivid) separated by black lead
lines. Moving in front of the camera shines light through
the panes nearest you, and once lit they stay glowing for
a while. A progress bar tracks how much of the window is
glowing; light up every pane and the whole window erupts
in a golden sunburst with a chime, then softly resets for
another round.
Ocean (no-score scene)
Top 40 % is a soft sky gradient with a sun, bottom 60 %
is a deep turquoise sea. Five overlaid sin-wave polylines
shimmer continuously across the sea at different
amplitudes and frequencies. Sun glitter pulses near the
horizon. Motion detected in the lower half drops a
virtual stone that radiates an expanding white ripple
ring outward for ~3 seconds; up to 50 active rings at
once.
Ribbon (no-score scene)
A continuous color-shifting ribbon snakes through the
canvas following the user's motion centroid. As the
centroid moves, new segments are appended to the head
(with a new hue) and old segments fade from the tail
after about 3.5 seconds. Rendered as overlapping
rounded polyline strokes in two passes — a thick low-
alpha outer pass for glow + a thinner bright inner pass
— so it has depth without using shadowBlur.
Magic Garden
A peaceful night garden under twinkling stars. Move anywhere in
front of the camera and flowers sprout from the soil right where you
moved — stems climb up, then daisies, tulips, and sunflowers pop
open with a soft chime, each in its own color. Keep wiggling and the
garden fills with happily swaying blooms; hold still for a few
seconds and butterflies flutter in to rest on your flowers until you
move again. No score, nothing to lose — just grow. VIVID mode brings
richer colors, drifting fireflies, and room for a few more flowers.
Frost Wipe
The whole screen is a winter window covered edge-to-edge in frost.
Wherever you move, the frost wipes away — just like rubbing a foggy
window with your palm — revealing a warm, cozy view of yourself
through the glass, with tiny sparkles along each fresh wipe and a
soft squeak on big swipes. The frost slowly grows back in from the
edges, so there is nothing to win and no way to lose: wipe a
peephole, draw a heart, or race to clear the whole pane. A snowflake
meter shows how much glass you've cleared, and past 70% a low sun
bathes the window in toasty light. VIVID mode turns it into a night
window with warm lamplight and snow falling outside the glass.
Requirements
A modern browser with camera access (Chrome, Edge, Safari, Firefox).
A laptop webcam is enough; phone cameras work too if you can prop the
device up. The kid needs a few feet of clear space and decent
lighting, ideally visible head-to-knee.
Privacy
We do not record, save, or upload your video.
The camera feed stays on your device the entire time you play.
Nothing from the camera is sent to a server, stored, shared, or
kept after you close the tab. No accounts, no sign-up, no
tracking of who is in front of the camera.
Local-only data: best scores and a small play log (which game
was played and for how long, used to power "this week's
favorites") live in your browser's own storage and are never
sent anywhere.
Anonymous aggregate counters: at the end of each play we send
the game name and how long it lasted (e.g.
{"game":"bubble","sec":42}) to a counter endpoint
so the site owner can see which games are popular. No
cookies, no identifiers, no IP retention — just per-
game totals across all players, used to retire unloved games and
double down on popular ones. The send is fire-and-forget; if
the endpoint is offline the games still work the same.
The browser's own camera permission prompt is what grants
camera access — revoke it any time and the games stop seeing
the camera immediately.