Camera Game

Move in front of the camera to play!

Games · score points

Scenes · just for fun

Brain Break

A timed run of whole-class games. Put it on the projector and let them move — it counts each game in, moves itself along, and winds the room down before it hands them back. A different run every day.

Rainy afternoon

Twenty minutes, in order: burn the energy, then something with a score, then a round for two, then wind down. It moves itself along, so nobody has to pick the next thing. Different games every day.

🏆 Achievements 0 / 0 — click to expand

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.

Click Start, allow the camera, and step into frame.

Private: video stays on your device. Nothing is recorded, saved, or uploaded.video never leaves your device.

Movement needed

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.

Block Drop

A motion-controlled falling-block game 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)

A campfire that follows you. Wherever you move in front of the camera, flames leap up from that spot and climb, trailing smoke and embers; bigger, faster movements build a bigger fire, and if you hold still it burns down and goes out over a few seconds. There is no score and no timer, so a child can keep one small candle-sized flame alive with a single finger or set the whole screen alight by running about. It reads movement rather than body shape, so a hand in frame works as well as a whole person, and several children at once each light their own patch. INFERNO mode makes the flames hotter, taller and wilder for the same amount of movement.

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. The colour cycles as you draw, so a sustained wave traces a rainbow ribbon, and a second pass laid over a finished one brightens it towards white — like the long exposure real light painting is. A bright trail follows your hands so you can see where you are, while the picture underneath keeps everything you have drawn. Press S, or the 💾 button, to save the picture as a PNG on your own device: the painting on a dark background and nothing else, because the camera is never part of the saved image. SPACE clears the canvas for a fresh one; VIVID mode lets the bright trail 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. Two zones in the top corners, ◀ BACK and NEXT ▶, change everyone's glasses when you wave a hand at them — so the scene is fully controllable on a tablet, or on a laptop set up across the room where nobody is near the keys. They light up as your hand registers, before anything changes. SPACE does the same as NEXT. Between them sits AUTO, which starts and stops the automatic rotation and remembers your answer — so you can settle on a style you like and keep PARTY mode on, which previously meant leaving the mode altogether. (First run pulls a small model from a CDN — needs internet for a few seconds, then cached.)

Tears (no-score scene)

Every face in front of the camera starts crying. The tears are placed from the eyes the detector actually finds, so they fall from the right spot on every face in the picture at once and keep falling as heads move, lean and turn. Each drop is sized from the measured gap between that face's eyes — somebody at the back of the room cries smaller tears than somebody leaning into the camera, instead of everyone getting the same blob.

There is no score, no timer and no way to lose; the only exit is Home, which makes it something you can leave running while a child pulls the saddest face they can manage. Drops fall under gravity with a little sideways wander so they are not straight rails, and fade out before they reach the floor. SPACE dries every eye at once. VIVID cries faster and in colour. It shares the face finder with Glasses, so the first run pulls a small model from a CDN — a few seconds of internet, then cached — and the tile is hidden entirely on a device whose browser cannot run it fast enough to be worth offering.

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 from side to side at different heights, and the job is to not be where they are. Lean, duck, step aside or pull a hand back — any part of you a ball passes through counts as a hit. The score climbs for every second survived rather than for anything you do, so it is a game of staying alive, and three hits ends the round. Balls come faster and closer together the longer you last, so a good run gets genuinely frantic. It suits a small space: you can play it sitting down and dodge with arms and head alone, or stand well back and use the whole body. HARD mode throws them faster and leaves less room between them.

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. There is no top to the wall and no clock: gravity grows stronger the higher you get, a grip bar warns you when you start sliding, and the climb ends when you stop climbing.

Tag

One brightly colored runner bounces around the screen, changing direction whenever it feels like it, and you catch it by putting some part of yourself where it is. Touch it and it scores, then instantly reappears somewhere else in a new color, so there is a constant chase across the whole frame rather than one spot to camp in. A short pause after each catch stops a single wave counting twice, so it rewards a deliberate reach over flailing. The round lasts 60 seconds and the runner is never caught for good — the score is simply how many times you got to it. It is one of the better whole-body games here, because the runner will happily head for a corner and make the child go with it.

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.

Drum Beat

The first rhythm game here, and the first scored on when you move instead of where. A drum loop counts you in for one bar, then four coloured pads pulse along the bottom, one per beat, each with a ring that closes onto the pad exactly as the beat lands — so the beat is something you can see as well as hear, and the round stays playable with the sound muted. Answer each beat with any burst of movement at all: a clap, a stomp, a punch at the air, a nod. Nothing is aimed and nothing is touched, which means a child standing up with the whole room in frame and a child sitting down with only one hand visible play exactly the same game. GREAT, GOOD and OK grade how close the move landed, every beat answered in a row grows a groove multiplier, and a missed beat or a move that lands nowhere near a beat drops it back to one — so waving non-stop scores almost nothing while keeping time scores a lot. The tempo steps up three times across the sixty seconds, so the only ceiling is how fast you can still keep time. Hard mode starts quicker and ends quicker again.

Balloon Pump

Move and the balloon inflates; stop and it leaks back down. Points arrive faster the bigger it is, so the edge is worth far more than the middle — but past the pop line it bursts and the round is over immediately, with the rest of the minute forfeited. A side gauge shows the danger band so the edge never arrives as a surprise. The whole game is restraint rather than effort. HARD narrows the band you have to hold.

Balance Beam

A wooden beam sits on a fulcrum in front of your camera picture, and parcels start raining down onto it. Every parcel lands with a thud and shoves that end of the beam down — land two on the same side and the whole thing starts to go. You fix it by moving on the side of the picture where the beam is dropping: wave a hand there, lean, stomp, jump, anything, and that end lifts back up. There is nothing to aim and nothing to steer — a dotted line shows where your own middle is, so it plays the same whether you are standing back with your whole body in shot, sitting off to one side, or just waving one hand at the laptop. Your score is the number of seconds you keep the beam level, counting only while the meter at the top is in the green, so a steady hand is worth more than frantic flailing. Parcels sparkle away after a while, but they also slide downhill whenever you let the beam lean, which turns a small mistake into a big one fast. Lean too far and the beam topples, the parcels tumble off and the round ends — but so does a huge over-eager shove in the wrong direction, so the trick is small corrections, early. The longer you last the heavier and faster the parcels get, so the round always ends on you. HEAVY LOAD mode starts the parcels coming quicker, makes them heavier and shrinks the level band, so the clock only runs while you are genuinely steady.

Bowling

Each ball has two beats. First the wind-up: the ball waits and you move, with the amount of movement filling a power bar and the left or right lean of that movement setting the aim. The moment you stop, the ball is released and there is nothing left to do but watch it roll, hook and hit the rack. Ten frames of proper bowling scoring follow, strikes and spares included, up to a perfect 300. It is the only game here built around committing and then watching.

Potion Stir

A cauldron bubbles away in the middle of your camera picture, and above it a big arrow turns — clockwise, or anticlockwise. That arrow is the whole instruction. You stir by moving in circles: a hand going round and round, or your head, or your whole body if you have room. The potion swirls the way you swirl, at the speed you swirl it, and stops the moment you do, so you can see straight away whether it is working. A ring around the rim fills as the turns go in. Stir the wrong way and that ring unwinds back toward empty rather than punishing you — a child who gets the direction backwards loses a few seconds and nothing else, and the screen tells them to go the other way round. The recipe is a short list of steps, two clockwise turns then three the other way, and it stays printed on screen from start to finish with the current step highlighted and the count ticking up. There is nothing to memorise and nothing to aim. Finish every step and the potion is bottled onto the shelf, a new colour is poured, and the arrow flips. Sixty-second round, and the recipes keep getting longer, so the ceiling is your own stirring rather than a number we picked. Press SPACE any time for a different recipe — swapping costs nothing, so a direction that will not come never strands you. Hard asks for more turns in each direction and more steps per potion, and the potion cools if you stop, so it wants you to keep moving.

Bubble Wrap (no-score scene)

Pure fidget toy. A sheet of packing wrap covers the screen and you see yourself through the plastic; reach out and the bubbles pop under your hand, each with a blip a step further up a pentatonic ladder, so clearing a sheet plays a tune. When the last one goes the flat sheet slides out of the bottom and a new one rolls in from the top. No score, no timer, no way to lose. VIVID swaps in fewer and much bigger bubbles.

Domino Run (no-score scene)

A long line of dominoes winds across the screen in front of you, one tile gold and ringed with a glowing circle. Move your hand at that ring and the gold tile tips into its neighbour, that one into the next, and the whole run goes over in a cascade that races away with a clatter rising in pitch as it travels — the taller tiles thud, little puffs of dust kick up where each one lands, and the run finishes on a chime. Then it fades, and stands itself back up in a completely new winding shape, ready to go again. There is no score, no timer and no way to lose; you can knock it over as many times as you like, and if the ring is somewhere you cannot reach, wait a couple of seconds and any movement at all will set the run off. Press SPACE to topple it on demand or to lay out a new shape. MEGA mode builds a longer run of rainbow tiles.

Paint Pour (no-score scene)

Acrylic pouring, done with a camera. Puddles of paint land on the canvas the way a tipped cup pours them — as stacks of concentric colour rings that spread and overlap — and every movement in front of the camera drags the wet paint, combing those rings into the marbled filaments that make poured art look poured. Any framing works, because nothing is being aimed at: a hand at the edge of frame swirls a small patch, a whole body swirls a large one, and there is no cursor to steer and no target to hit. Five palettes cycle with SPACE, which pours a fresh set of colours on top of the picture rather than wiping it, so a painting builds up over a whole sitting. Press S at any point to save what is on the canvas — the saved PNG contains the paint and nothing else, never the camera. No score, no timer, no way to lose.

Wind Chimes (no-score scene)

A rack of long metal chimes hangs from a wooden beam across the top of the screen, with you faintly visible behind them. Sweep a hand — or an elbow, or your whole body — through a chime and it swings on its cord and rings, then keeps swaying long after the note has faded, exactly like a real wind chime in a breeze. Every chime is a different note of a five-note scale, which is the trick that makes this work for any age: there is no wrong note to hit, so a toddler batting at them and a six-year-old playing careful runs both sound good. Brush across several chimes in one movement and you get a whole run, rising if you sweep right and falling if you sweep left, and a harder sweep swings the chime further and rings it louder. Each chime shows its note letter, so it quietly doubles as a first look at a musical scale. Press SPACE to hang a new tuning — sunrise, moonlight or meadow — each with its own colors. There is no score, no timer and no way to lose; it is a toy you leave running. VIVID mode hangs eight chimes instead of six, lets them ring longer, and adds drifting sparks of light.

Leaf Pile (no-score scene)

Leaves flutter down over your mirrored camera view and stack into a pile along the bottom of the frame. Move, and you kick through it the way you would kick through a real pile — leaves fly up and outward, hang, and drift back down to settle again. Most of the effort here went into the falling: every leaf swings side to side, pauses at the turn of the swing and dives across the middle of it, the way a real leaf does. No score, no timer, no way to lose. VIVID is a gustier day with more leaves.

Letter Trace

A big letter or number is drawn over your camera picture, and one glowing circle lights up on it at a time, starting where the letter starts. You can see yourself on screen, so you simply move a hand into that circle and give it a wiggle — the same movement that pops a bubble. The letter inks itself along its real curve up to that point, and the next circle lights. Reach them all and the letter flashes and a new one appears. There is nothing to steer and no pointer to control. The circles sit on the corners and ends of the letter, so the path your hand takes between them is the letter itself, in the order a school teaches it. Sixty-second round. Every circle you reach scores on its own, so a letter you only half finish still counts, and a letter that will not come is swapped rather than stranding you. Press SPACE for a different letter at any time. Hard opens the whole alphabet and the digits and makes the circles smaller; the letter is always shown in both modes.

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 deep-space starfield that turns slowly on its own, with stars at different distances drifting at slightly different speeds so the sky has depth rather than looking flat. Move anywhere in front of the camera and a ripple spreads out from the spot you moved, nudging the nearby stars aside like a stone dropped into still water before they drift back. Wave one hand for a small ripple, sweep both arms for one that crosses the whole sky. There is no score, no timer and nothing to lose — it is one of the calmest things here, and it works just as well left running in the background as it does played properly.

Rain (no-score scene)

A heavy downpour against a dark stormy sky — and you are the umbrella. Every raindrop that would land on you is stopped, so a clean dry silhouette of your own body stands in the middle of the rain and moves when you move. Hold an arm out and the rain parts around it; crouch down and the dry patch shrinks with you. There is no score and no timer, so this is a calm one rather than a workout — good for winding down, and good for a child who mainly wants something that reacts to them. Two or three children in frame each get their own dry shape, which is usually the moment they start trying to shelter each other.

Constellation (no-score scene)

A night sky full of stars, waiting to be joined up. As you move in front of the camera you leave a slowly fading trail behind you, and any two stars the trail passes between link together with a faint glowing line — so drawing a shape with an arm turns a scatter of dots into a constellation. The lines fade after a few seconds, which means the sky keeps clearing itself and there is never a wrong answer. No score, no timer, nothing to lose. It makes a good bedtime-ish scene, and a good way into talking about the real constellations, because the pattern is one the child invented rather than one they were handed.

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)

A real kaleidoscope made out of your own camera picture. The screen is cut into six mirrored wedges that all meet in the middle, so whatever the camera can see is repeated and flipped six times around the centre point. Move a hand slowly across the frame and the classic symmetrical flower pattern blooms out of it; move fast and the whole screen churns. Bright colors work best — a scarf, a toy, a striped jumper — because the pattern is built out of whatever you hold up to the lens. No score and no timer, so it runs as long as you like. VIVID mode adds a slow continuous rotation, so the pattern keeps turning even when you hold still.

Ripples (no-score scene)

A still, deep indigo pool. Every time you move, a drop lands at that exact point and a ring spreads out from it and fades over a couple of seconds, with a second fainter ring inside it so it reads like a real spreading wave rather than a drawn circle. Keep moving and the rings overlap and cross one another the way rain does on a puddle. There is no score and no timer, and it is about as calm as the scenes here get — the usual use is background, wind-down, or a child who wants something to fiddle with that answers back. It is also one of the lightest scenes to run, so it stays smooth on an older laptop.

Mandala (no-score scene)

A symmetry drawing toy. Whatever path you trace with your body is copied eight times around the centre of the screen at once, so one sweep of a single hand blooms into a full rosette — the same trick a spirograph does, except that you are the pen. The color shifts slowly as you draw, so a long continuous movement gradients through the rainbow, and older strokes fade out after a few seconds, which means the pattern is always being replaced instead of silting up. No score, no timer, and nothing you can get wrong: small hand movements make tight lacy patterns, big arm sweeps make loose open ones. VIVID mode mirrors each stroke as well as rotating it, for a 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 single long ribbon of color that follows you around the screen like a comet tail. Wherever you move, the head of the ribbon goes, picking up a new color as it travels, while the far end fades away behind it after a few seconds — so it stays roughly the same length however long you play. Slow movements draw a smooth flowing curve; quick ones snap it into sharp folds. It glows without ever filling the screen up, which makes it a good one for a dark room. No score, no timer, nothing to lose. A hand on its own is enough, so it works from a chair or in a small space as well as it does standing up.

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, how long it lasted, and one coarse number for whether you have played before (e.g. {"game":"bubble","sec":42,"r":1}) to a counter endpoint so the site owner can see which games are popular. r is 0 for a first ever play, 1 for your 2nd to 5th, and 2 for your 6th or later — worked out on your device from the local play log, which is itself never sent. 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 full version is on the parents page, including the two requests every load makes and what the edge sees.

The browser's own camera permission prompt is what grants camera access — revoke it any time and the games stop seeing the camera immediately.