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Camera Game
Move in front of the camera to play!
📱 Best on a laptop or tablet
You play by moving in front of the camera, so a bigger screen you can
prop up works best. On a phone, stand it up and step back — most games
still work.
Want the whole screen? Safari on iPhone will not let any
web page go fullscreen, which is why there is no Fullscreen button here.
There is one way round it: tap the share icon, choose
Add to Home Screen, then open it from that icon. It runs
with no address bar and no toolbar — a bigger picture than the button
could have given you.
🔍
📌 Your games
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.
🏆 Achievements0 / 0— click to expand
★ Your week's favorites
🌍 Player favorites
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. The wall has
no top — but the higher you climb the harder
gravity pulls, and if you stop moving you lose your grip and
the climb is over. Score is your highest point, with a dashed
line showing your previous best. 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, and the picture stays as you
build it up. The hue cycles over time so a sustained wave draws a
rainbow ribbon. Press S (or the 💾 button) to
save your picture to your device — just the
painting, never the camera. SPACE clears the
canvas. Vivid mode lets the bright trail 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.) Wave a hand at
◀ BACK or NEXT ▶ in the top
corners to change everyone's glasses — no keyboard needed, which
matters on a tablet or a laptop propped across the room.
SPACE does the same as NEXT. The
AUTO zone between them starts and stops the
rotation and remembers your answer, so you can keep a style you
like without leaving Party mode.
Not a game — every face in front of the camera starts crying, and
the tears fall from the real eyes and keep falling as the head
moves. Multiple friends? Everybody cries. (First load pulls a
small model from a CDN — needs internet for a few seconds.)
SPACE dries every eye at once.
VIVID cries faster, in colour.
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.
A drum loop plays and four pads pulse along the bottom, one per beat, with a ring that closes onto the pad right as the beat lands. Make any move on every beat — clap, stomp, punch the air, nod your head. It never matters where you are or what you reach for, only when you move. Beats in a row build a groove multiplier; a missed beat or an off-beat move sends it back to one. The tempo steps up four times across the 60 s round. Hard = starts faster and finishes faster still.
Keep moving and the balloon blows up bigger and bigger. The bigger it
gets the faster points pour in — but go too far and it
bursts, and that ends your round on the spot. So the
game is holding your nerve: pump hard, then ease off and hover just
under the line. The gauge at the side shows the red band coming.
Hard = a narrower band to hover in.
A wooden beam balances on a little fulcrum, and parcels keep dropping onto it — each one shoves that end down. Whichever end is dropping, move on that side of the picture and it lifts back up: wave a hand, lean, stomp, whatever you like. The dotted line down the middle of the picture is your middle, so it works sitting to one side, hand-only or full body. The clock counts only while the beam is level (the meter at the top turns green), parcels sparkle away after a while, and parcels slide downhill if you let it lean — tip too far and the round is over. Careful not to overdo it: a huge shove sends it over the other way. Hard = HEAVY LOAD: faster, heavier parcels and a narrower level band.
Two beats per ball. Wind up by moving — how much you
move sets the power, and whether you move more to your left or right
sets the aim. Then stop, and the ball goes. After that
you can only watch it roll and hook into the pins. Ten frames, with real
strikes and spares, all the way to a perfect 300.
A bubbling cauldron sits in the middle of your camera picture and a big arrow turns above it to show which way it needs stirring. Move a hand round and round in big circles, the way the arrow turns, and the potion swirls with you while the ring around the pot fills up. Stir the other way and the ring simply unwinds — nothing is taken away, so getting it backwards costs a few seconds and never a life, and the screen says Other way round! to help. The whole recipe stays listed on screen the entire time, so there is nothing to remember. Finish every step and the potion is bottled onto the shelf and a new one starts. Sixty-second round. Press SPACE for a different recipe at any time. Hard asks for more turns each way, more steps per potion, and the potion cools slowly if you stop stirring.
Not a game — a sheet of bubble wrap over your camera picture. Reach out
and bubbles pop, each one a note further up the scale,
so clearing a sheet plays a little tune. Pop the last one and a fresh
sheet rolls down. Nothing to win, nothing to lose.
Vivid = fewer, jumbo bubbles.
A winding line of dominoes stands and waits. Move at the gold tile inside the glowing ring to tip it over, and the whole run cascades away with a rising clatter — then stands itself back up in a brand-new shape and waits again. If the ring is out of reach from where you are sitting, just wait a moment and any movement will start it. MEGA mode lays out a longer rainbow run.
Puddles of paint pour onto the canvas in rings of colour, like real acrylic tipped from a cup. Move anywhere in front of the camera and the wet paint swirls and marbles where you moved — no aiming, any part of you works. Nothing to score and no way to lose. Press S to save the picture to your device (the photo is paint only, never the camera), SPACE to pour a fresh set of colours on top, and M to mute the music. VIVID = faster pours and a stronger swirl.
Long metal chimes hang from a beam across the screen. Sweep a hand through them and they swing and ring — every chime is a different note, so nothing you play can sound wrong. Sweep across several for a run. Press SPACE for a new tuning. VIVID = eight chimes, longer ringing, drifting sparks.
Not a game — autumn leaves drift down and pile up along the bottom.
Move and you kick straight through the pile: leaves fly
up and outward, then flutter and settle again. They never run out and
there is nothing to win. Vivid = a gustier day with
more leaves.
A big letter or number appears on top of your camera picture, and one
glowing circle lights up on it at a time.
Move your hand into that circle and wiggle it — the same
thing you do in Bubble Pop — and the letter draws itself to that point,
in the order the letter is really taught. Then the next circle lights.
There is no cursor to steer: you can see yourself, so just reach for the
spot. Every circle you reach scores, so a half-finished letter still
counts, and SPACE swaps in a different letter any time.
Hard = the whole alphabet and the digits, smaller circles.
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.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.