Camera Game

Move in front of the camera to play!

🏆 Achievements 0 / 0 — click to expand

Games · score points

Scenes · just for fun

Stand back so the camera sees your whole body. Move into a bubble to pop it. Hard mode mixes in dark, pulsing bombs marked with a white X — pop one and you lose 25 points and your combo.

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

Private: video stays on your device. Nothing is recorded, saved, or uploaded.

Games & scenes

Bubble Pop

A 60-second motion game where colorful bubbles spawn from every edge of the screen and drift inward at random angles. Move any part of your body — head, hand, foot — to pop them. The spawn rate ramps up as the round progresses; consecutive pops within a short window build a combo multiplier. Hard mode mixes in dark pulsing bombs marked with a white X (pop one and you lose 25 points and your combo). Look out for golden bubbles worth 100 base points and milestone fanfares at 100, 250, 500, and 1000.

Ping Pong (2 players)

Classic Pong, controlled by motion. Two kids stand side by side in front of the camera; each controls their paddle by moving up and down on their own half of the screen. The ball speeds up with every hit; first to 11 wins. Hard mode = faster starting ball and a higher max speed.

Dino Jump

A Chrome-offline-style runner you control by jumping for real. The dinosaur jogs forward; physically jump (or raise an arm high) in front of the camera to leap over a cactus. Only deliberate upward movement triggers a jump, so accidental side-to-side waves are ignored. Speed ramps gradually as you survive.

Tetris

Motion-controlled Tetris on an 8-column board with four motion zones overlaying the camera view: wave at the LEFT or RIGHT side to move the falling piece, reach for the ROTATE button to spin it, or wave at the DROP button next to rotate to slam the piece straight down to its landing spot. A translucent ghost shows where the piece will land. Score +5 per placement plus standard line-clear bonuses (+100 / +300 / +500 / +800 for 1–4 lines), with a back-to-back combo multiplier of +50 × combo length.

Bubble Match

Colorful bubbles are scattered around. The bubble nearest your hand follows along (a pulsing ring shows which one). Drag it onto another bubble of the same color 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. Round ends when every color has been unified. Score is the time taken. HARD mode adds purple as a fifth color and bumps each color to five bubbles.

Catch the Treats

Cookies, donuts, hearts and rare gold stars fall from the top. A wide basket at the bottom follows your motion side to side — be underneath each treat as it lands to catch it. Five misses end the round (three in Hard). Chain catches in quick succession for a combo multiplier. Different from Bubble Pop and Whack-a-Mole: instead of waving AT a thing, you POSITION yourself so the thing arrives where you are. HARD mode = faster fall, narrower basket, fewer lives.

Slalom

Endless skiing-down-a-slope game. Lean left or right in front of the camera and the skier on screen mirrors you, steering between pairs of blue-and-red slalom flags that approach from the top of the screen. Pass between a gate's two poles for +10 points; thread the centre exactly for +25 (PERFECT). Pine trees are obstacles — clip one and you lose a life, and after three crashes the run ends. Slope speed ramps up gradually so the kid stays on edge. HARD mode = faster scroll, narrower gates, more trees.

Limbo

How low can you go? A flaming horizontal bar appears across the canvas at a challenge height. The kid has to crouch (or otherwise lower themselves) so their silhouette stays below the bar for the whole round. A live indicator on the left edge shows where the top of their silhouette is — green when safely under the bar, red when the head pokes up into the danger zone. Each successful round drops the bar a notch, so the run gets progressively harder. Three failures ends the game. HARD mode shortens the per-round window and drops the bar faster between rounds.

Juggle

A colorful beach ball drops in with gravity; the kid uses any part of their body — head, hands, knees, foot — to bounce it back up. Wherever the ball overlaps the player's silhouette, it reverses direction with a small random horizontal kick, so consecutive bounces aren't predictable and the kid has to track and reposition. Don't let the ball hit the floor. Three drops ends the game; score is total bounces (with a streak multiplier that kicks in every five consecutive bounces, capped at ×4). HARD mode raises gravity for faster falls.

Bird Chase

Five colors of cartoon birds fly across the screen on sine-wobble paths, alternating left-to-right and right-to-left spawns. The kid swipes a hand fast through a bird to catch it — same proven momentary-armed pattern as Whack-a-Mole and Ninja Fruit, so it works whether the kid shows full body, half body, or just a hand in frame. 60-second timed round; chain catches within 1.4 s of each other to build a streak multiplier up to ×5. Birds that escape off the opposite side cost nothing — just rack up as many catches as you can before the timer runs out. HARD mode flies birds roughly 40 % faster and shortens the gap between spawns.

Brick Breaker

Classic Breakout, motion-controlled. A green paddle at the bottom of the canvas follows the kid's lateral motion centroid; a white ball bounces between the paddle and a wall of colored bricks at the top. Each brick broken scores +10. Clear every brick on the board to advance to the next level — each new level adds another row of bricks and ratchets the ball speed up about 10 %, capped at six rows and 1.6× speed. Three drops off the bottom of the screen ends the game. HARD mode = smaller paddle (110 px vs 150) and faster starting ball.

Goalkeeper

Soccer-style game. Balls launch from the bottom of the canvas and fly toward a wide goal mouth at the top. The kid's silhouette acts as the goalkeeper — any part of the body (head, hand, knee, foot) in the ball's path counts as a save. Each save scores +10 and a streak multiplier kicks in for five-in-a-row saves, up to ×4. Balls that get past you into the goal cost a life; three goals ends the game. Ball speed creeps up a touch with every save to keep the pressure rising. HARD mode = faster initial shots and tighter spawn intervals.

Whack-a-Mole

Classic carnival whack-a-mole, motion-controlled. Six holes in a 2×3 grid; cute cartoon moles pop up at random — swipe a hand fast over a visible mole to whack it. Slow waves don't count, only deliberate fast swipes. 60-second timed round; misses don't end it. Chain whacks within a second for a combo multiplier. HARD mode shortens mole visibility, speeds up spawns, and adds a chance of two moles popping at once.

Ninja Fruit

Fruits launch from the bottom of the screen in arcing tosses; swipe a hand fast through them to slice. Slow waves don't count, only deliberate fast swipes. Each sliced fruit splits in two with a juice splash and a score popup. Chain slices for a combo multiplier. Watch out for bombs: slicing one costs points and breaks your combo. Miss three fruits and the round ends. HARD mode spawns fruits faster and adds more bombs.

Snow (no-score scene)

A casual interactive visual instead of a game — no score, no timer, no game-over. Snowflakes fall across a winter-night sky; wherever you wave, the snow swirls around your hands as you move. Useful when the kid just wants to keep moving without the pressure of a score. Blizzard mode adds many more flakes and a faster fall.

Funhouse Mirror (no-score scene)

Pure live video silliness — no targets, no game-over. The camera view auto-cycles through twenty-four silly looks: upside down, pixel power, rainbow, disco, wavy, ghost trails, stretchy, kaleidoscope, mirror ×4, mirror ×9, wobble, zoom in, old TV, newspaper halftone, 3D echo, VHS tracking, tiny, porthole, cracked mirror, negative, heat vision, rainbow stripes, dream blur, and a roving magnifying lens. Kids see themselves in increasingly silly forms and laugh. Press SPACE to skip to the next look immediately; FAST mode cycles more quickly.

Fire (no-score scene)

Wherever you move in front of the camera, fire ignites. Bigger movements make a bigger fire; hold still and the fire dies down over a few seconds. INFERNO mode makes the flames hotter and wilder.

Aquarium (no-score scene)

Colourful fish (tropical, goldfish, blue tang, clownfish, minnow) swim around an underwater scene with rising bubbles, swaying seaweed, and rippling light at the surface. Wave near a fish and it panics and darts away, then resumes its lazy criss-crossing once you stop moving. Hold still long enough and you'll see a relaxed community swim past. 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. Pip has four moods: excited (fast motion → bounces toward you with a big smile and a wagging tail), 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). Pip's eyes always track you, so it feels like he's watching even when still. SHY mode inverts the behaviour — Pip flees fast motion and only approaches when you slow down. Teaches kids to move gently.

Light Painting (no-score scene)

Pure creative scene. You see a dimmed version of yourself; wherever you move, a thick rainbow line is painted onto the canvas, fading over a few seconds. The colour cycles as you draw, so a sustained wave traces a rainbow ribbon. Overlapping passes brighten into white — like real long-exposure light painting. Press SPACE to clear the canvas and start fresh; VIVID mode lets strokes linger almost twice as long.

Glasses (no-score scene)

Every face in front of the camera gets a pair of fun glasses — and yes, multiple friends in frame each get their own independent pair. Six styles: classic round, hipster square, pink heart, yellow star, aviator with reflective lenses, and the red-and-blue 3D-movie pair. Each face gets a random style on first detection and keeps it as it moves around. Glasses sit on the real eye line and tilt with the head. Press SPACE to re-roll everyone, or switch to PARTY mode to auto-rotate everyone to a new style every few seconds. (First run pulls a small model from a CDN — needs internet for a few seconds, then cached.)

Fireworks (no-score scene)

Wave anywhere in front of the camera and a rocket launches from your hand position, soars up trailing sparks, and explodes into a colored particle shower against a deep night-sky background. Every burst picks a random palette from a set of six (pink/yellow/white, green/blue, red/orange, purple/magenta, cyan/purple, fire). No score, no timer — just kid + hands + sparkles for as long as they want. VIVID mode adds two extra rainbow palettes, faster spawn cooldown, and roughly twice as many particles per burst.

Lightning (no-score scene)

A stormy purple-grey sky waiting for you to call down the weather. Wave anywhere in front of the camera and a jagged bolt of lightning strikes from the top of the canvas down to where you moved, with an electric crackle. Bigger motions trigger brighter strikes that flash the whole screen white for an instant. Each bolt is a hand-jittered polyline with a glowing cyan-white core, and about a quarter of strikes branch into a forking sub-bolt. STORM mode adds an extra bolt per wave plus low rolling thunder when a big strike fires. No score, no timer.

Confetti (no-score scene)

Pure celebration. Wave anywhere in front of the camera and a colorful burst of confetti spawns at your hand position, falling with gravity and spinning as it goes. Ten colors mixed at random (red, orange, yellow, green, cyan, blue, purple, pink, white, hot pink). Each piece is a single tilted rectangle — no shadows, no compositing — so it stays smooth on any laptop even with hundreds on screen. Pool capped at 220 in normal, 480 in PARTY mode (which also adds bigger pieces, twice as many per burst, and a longer lifetime so the screen feels like a ticker-tape parade).

Aurora (no-score scene)

A deep night sky with three flowing northern-light bands — green, pink, and purple — that drift sideways with slow sine oscillations. Move anywhere in front of the camera and the bands bulge toward your motion centroid, like an invisible magnet pulling the light. When you stop moving, the bands relax back to their baseline drift. A handful of static stars twinkle in the background. VIVID mode adds two more bands (yellow + cyan) and a stronger pull.

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.

Rasterize

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. 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.

Reflex

A single colored target appears at a random location and immediately starts shrinking. Touch it with motion before it disappears — score scales with how early you hit it. Misses cost a life. Pure reaction-time training; no memory burden, no sequences.

Dodgeball

Big colored balls fly across the screen horizontally at varying heights. The "hit" check is motion-presence in the ball's circle as it passes; move your body out of the ball's path to avoid it. Score grows every second survived; three hits ends the game. Difficulty creeps up as the round goes on.

Star Catcher

Golden stars drift in from random edges of the canvas, each heading toward a rough center point with a small wobble. Catch detection integrates motion within the star's circle; if it crosses a threshold, the star is "caught" with a burst and a chime. Smaller stars move faster but are worth more points (5 / 10 / 25 in Normal, up to 50 in Hard). 60-second round.

Climber

A vertical wall fills the right side of the canvas with ledges marked every meter. The climber dot stays fixed on screen while the wall scrolls past as you climb. Each detected upward burst of motion (centroid moving upward sharply) gives the climber a velocity boost; gravity pulls it back down constantly. A dashed gold line shows your previous best height. 60-second round.

Tag

A single colored "runner" circle bounces around the canvas at moderate speed and changes direction unpredictably every ~0.9 seconds. Hit it with motion (motion-presence in the runner's circle) to score; on each hit the runner teleports to a new spot with a fresh color, with a short invulnerability window so the same motion doesn't double-tap. 60-second round.

Tug of War (2 players)

Two-player competitive game. The screen splits in half; each frame the renderer sums motion energy on the LEFT and RIGHT halves of the camera view (after the mirrored-display correction). Whichever side has more sustained energy pushes a velocity on a central rope marker toward their goal line; whichever side drags the marker past their own goal first wins the round. Best of 3 by default. The smoothing means short bursts don't help much — both players have to keep moving steadily.

Volcano

Classic "the floor is lava" survival. A glowing red lava line starts near the bottom of the canvas and rises steadily over the round (faster in Hard mode). The detector tracks the lowest motion-active row in the camera view — i.e. the lowest visible part of the kid's body — and dings them a life every time that lowest point dips below the lava line. Three lives, score per second survived. A faint warning band right above the lava gives a visual cue to stay clear.

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.

Bug Squash

Four kinds of bugs (beetle, spider, fly, wasp) crawl across the canvas from random edges. Each bug follows either a smooth sin-wave path or a sharper zigzag at its own speed and amplitude. Swat with motion: any motion-presence inside the bug's circle squashes it (a brief expanding-splat animation + a sawtooth pop) and adds points. Faster bugs are worth more (5 → 40 pts). 60-second round.

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.

Galaxy (no-score scene)

A slow-rotating starfield centered on the canvas. Stars at different "depths" rotate at slightly different speeds for a cheap parallax effect. Motion in front of the camera spawns a ripple at the motion centroid; nearby stars get gently pushed outward as the ripple expands.

Soap Bubbles (no-score scene)

Calming bubble scene. Bubbles spawn at the bottom and drift slowly upward with a small horizontal sway. Wave a hand through one and it pops with a chime and a brief expanding ring. No score, no timer, no failure state — just a satisfying loop.

Rain (no-score scene)

Heavy rain over a dark stormy backdrop, with the kid acting as an "umbrella". For each raindrop, the renderer samples the motion map at the drop's tip; if motion is detected there, the drop is skipped. Net effect: a clearly visible dry silhouette of yourself with rain falling around it.

Constellation (no-score scene)

Fixed stars are scattered across a night-sky background. As you move, your motion centroid leaves a fading trail. Any pair of stars whose connecting line passes near a recent trail point gets a faint "constellation" line drawn between them — so the kid discovers patterns by drawing with their body.

Disco Tiles (no-score scene)

A colorful dance-floor grid covers the canvas. For each tile, the renderer samples the motion map; tiles with active motion light up to full brightness with a tone, and fade back to dim over half a second. 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. Waving in front of the camera nudges nearby blobs aside, like running a finger through the wax. Cheap flat fills + circle highlights keep this comfortably under 5 % CPU on a 5-year-old laptop.

Kaleidoscope (no-score scene)

Six-fold symmetry over the camera feed. The renderer draws the video six times — alternating reflected — clipped to wedge-shaped triangles meeting at the canvas center. The result is a real kaleidoscope: moving across the camera creates the classic mirrored pattern. VIVID mode adds a slow continuous rotation.

Flow Field (no-score scene)

Hundreds of small colored particles drift across the canvas on a vector field biased toward the user's motion centroid. Particles get a tangential push (orbit) plus a small inward pull, so as the kid moves, the particles spiral gently around them like leaves caught in a gentle wind.

Plasma (no-score scene)

A classic sin-wave plasma color field rendered at a low resolution (90 × 56) into an off-canvas buffer, then scaled to fill the screen and blended with the camera feed. The plasma center pulses toward the motion centroid and the hue rotates faster when there's more motion, so the field feels alive without any per-pixel post-processing.

Ripples (no-score scene)

A still indigo water surface. Every motion burst at a point drops a virtual raindrop, spawning an expanding ring that fades over about two seconds. Each ring also draws a faint secondary inner ring at half radius, so each ripple feels like a real spreading wave. Up to 60 active ripples; cheap stroked circles, no per-pixel work.

Mandala (no-score scene)

Your motion centroid leaves a trail, but each point is drawn eight times rotated around the canvas center (π/4 increments), creating an evolving rosette pattern. Hue rotates slowly with each new point so the pattern gradients through the rainbow. Old points fade after three seconds. VIVID mode adds extra reflected pairs for an even denser pattern.

Fireflies (no-score scene)

A swarm of glowing amber fireflies drifts across a dark forest sky, each oscillating in brightness on its own period. Any motion in front of the camera attracts nearby fireflies toward your centroid (within ~240 px) with strength proportional to distance, so a wave of the hand pulls a small cluster toward you. Hold still and they wander apart again. VIVID = more than twice as many fireflies.

Sunset (no-score scene)

A warm vertical gradient sky from deep purple at the top through orange to gold at the horizon. A small set of cloud silhouettes (clusters of dark circles) drift across from left to right at varied speeds and altitudes; each cloud's shape is pre-baked so it stays stable as it passes. A radial-gradient sun disc with a soft halo sits in the middle; its vertical position slowly tracks the user's motion centroid (clamped to the upper half so it doesn't set too soon). A purple hill silhouette anchors the bottom.

Stained Glass (no-score scene)

Seed points are scattered on a Poisson-jittered grid (~36 in Normal, ~64 in Vivid); each pixel on a small off-canvas buffer is assigned to its nearest seed, forming Voronoi cells. The buffer is rendered with nearest-neighbour scaling to fill the canvas, and true cell-edge gridlines are stroked in black on top to produce the lead-line effect. Per-cell brightness lerps toward a target that's higher when the cell is near the user's motion centroid, so moving "shines a lantern" across the glass.

Forest (no-score scene)

Three rows of silhouette pine trees (back, middle, front) against a twilight purple-to-amber sky gradient with a hanging moon. Trees are drawn as a stack of progressively wider triangles. The motion centroid's horizontal velocity drives a sway value that gets lerped per-tree, with front-row trees swaying more than back-row ones for cheap parallax. VIVID adds an extra-tall fourth row up front.

Ocean (no-score scene)

Top 40 % is a soft sky gradient with a sun, bottom 60 % is a deep turquoise sea. Five overlaid sin-wave polylines shimmer continuously across the sea at different amplitudes and frequencies. Sun glitter pulses near the horizon. Motion detected in the lower half drops a virtual stone that radiates an expanding white ripple ring outward for ~3 seconds; up to 50 active rings at once.

Ribbon (no-score scene)

A continuous color-shifting ribbon snakes through the canvas following the user's motion centroid. As the centroid moves, new segments are appended to the head (with a new hue) and old segments fade from the tail after about 3.5 seconds. Rendered as overlapping rounded polyline strokes in two passes — a thick low- alpha outer pass for glow + a thinner bright inner pass — so it has depth without using shadowBlur.

Pendulum Wave (no-score scene)

18 (or 28 in VIVID) colorful pendulums hang from a mounting bar across the top of the canvas. Their periods differ slightly (T = base / (1 + i × δ)), so they all start swinging in sync at t = 0 but drift in and out of phase over the next ~60 seconds, producing classic pendulum-wave traveling patterns. A camera-motion burst resets t = 0, briefly bumps the amplitude, and the wave starts over.

Oscilloscope (no-score scene)

Five (nine in VIVID) sine-wave traces scroll across a dark green grid like an old CRT scope. The waves swell with the user's motion energy (target amplitude = base + scaled energy) and decay back when motion stops. Each trace is drawn in two passes — a thick low-alpha glow and a thin bright core — for depth without shadowBlur. Hue rotates from cyan when quiet through to red-orange when loud.

Magic Garden

A peaceful night garden under twinkling stars. Move anywhere in front of the camera and flowers sprout from the soil right where you moved — stems climb up, then daisies, tulips, and sunflowers pop open with a soft chime, each in its own color. Keep wiggling and the garden fills with happily swaying blooms; hold still for a few seconds and butterflies flutter in to rest on your flowers until you move again. No score, nothing to lose — just grow. VIVID mode brings richer colors, drifting fireflies, and room for a few more flowers.

Frost Wipe

The whole screen is a winter window covered edge-to-edge in frost. Wherever you move, the frost wipes away — just like rubbing a foggy window with your palm — revealing a warm, cozy view of yourself through the glass, with tiny sparkles along each fresh wipe and a soft squeak on big swipes. The frost slowly grows back in from the edges, so there is nothing to win and no way to lose: wipe a peephole, draw a heart, or race to clear the whole pane. A snowflake meter shows how much glass you've cleared, and past 70% a low sun bathes the window in toasty light. VIVID mode turns it into a night window with warm lamplight and snow falling outside the glass.

Requirements

A modern browser with camera access (Chrome, Edge, Safari, Firefox). A laptop webcam is enough; phone cameras work too if you can prop the device up. The kid needs a few feet of clear space and decent lighting, ideally visible head-to-knee.

Privacy

We do not record, save, or upload your video. The camera feed stays on your device the entire time you play. Nothing from the camera is sent to a server, stored, shared, or kept after you close the tab. No accounts, no sign-up, no tracking of who is in front of the camera.

Local-only data: best scores and a small play log (which game was played and for how long, used to power "this week's favorites") live in your browser's own storage and are never sent anywhere.

Anonymous aggregate counters: at the end of each play we send the game name and how long it lasted (e.g. {"game":"bubble","sec":42}) to a counter endpoint so the site owner can see which games are popular. No cookies, no identifiers, no IP retention — just per- game totals across all players, used to retire unloved games and double down on popular ones. The send is fire-and-forget; if the endpoint is offline the games still work the same.

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