Tap your fields faster than your opponents.
- One Color for each player.
- The player's colors appear in his section of the board.
- The player taps his colors as quickly as possible.
- After each successful tap, the tile disappears and a new one appears.
- Winner: The player who finishe first tapping all his tiles.
Tap your fields faster than your opponents.
- One Color for each player.
- The player's colors appear in his section of the board.
- The player taps his colors as quickly as possible.
- After each successful tap, the tile disappears and a new one appears.
- Round Winner: The player who finishe first tapping all his tiles.
- Overall Winner: Player who wins two rounds (BO3).
Within 30 seconds, tap as many tiles as possible. Beware: Time penalty on misses!
- Game starts after count down.
- A green tile appears on the playfield, with a timer bar below.
- Tap the green tiles as quickly as possible before the time runs out.
- After each successful tap, the tile disappears and a new one appears.
- Incorrect taps reduce remaining time.
- When time runs out, number of tapped tiles is shown.
Tap the green tiles before time runs out.
- The game shows the next stage.
- A green tile appears on the playfield, with a timer bar below.
- Tap the green tiles as quickly as possible before the time runs out.
- After each successful tap, the tile disappears and a new one appears.
- Incorrect taps reduce remaining time.
- Each stage gives you less time.
- If failed, the reached stage number is shown in rainbow colors.
Decorate the Christmas tree as shown before time runs out.
- A variant of ColorTap using a Christmas tree as the playfield.
- Tapped tiles remain lit, so the goal is to decorate the tree as quickly as possible.
- The game shows the next stage.
- A turquoise tile appears on the tree with a timer below.
- Tap the turquoise tiles quickly before time runs out.
- After a successful tap, the tile turns blue and a new turquoise tile appears.
- Wrong taps subtract time.
- Each stage gives less time.
- If failed, the reached level is displayed in rainbow colors.
Decorate the Christmas tree as shown before time runs out; patterns may change quickly.
Tap your fields before time runs out; mistakes must be corrected.
- The game displays the playfield for each player.
- Then a tile in each player's color appears.
- Players tap their own colored tiles as quickly as possible.
- Tapping an unlit tile causes it to light up.
- The fastest player wins, and their color fills the board.
- Afterwards, each player's rank is shown as dice pips.
Tap your assigned colors in your color corner faster than your opponents.
- The game shows each player's color corner and their color path.
- Players must clear their path tile by tile by tapping the currently blinking color tile.
- The first to finish their path wins.
Be the first to place three tiles in a row—horizontal, vertical, or diagonal.
Control a constantly growing snake, collect colors, and avoid obstacles.
- A snake appears on the playfield, starting at length 1. Its color depends on the selected speed from slow blue to fast red.
- A rainbow-colored food tile appears, and the snake must reach it.
- The snake moves automatically based on the chosen speed.
- Tap any tile left or right from the snake's head to change its direction.
- Reaching the food extends the snake by one tile.
- The game ends if the snake hits its own body or the field boundary.
Connect the entrance and exit of the labyrinth.
- A labyrinth is generated. Its size can be 1, 3×3, or 5×5 boards.
- The goal is to connect the green tile to the red tile, located at opposite corners.
- Tap a tile next to the start tile to begin marking a path. Continue tapping adjacent tiles to extend the path.
- Path tiles are shown in blue.
- Tapping the last tile undoes it.
- If you reach the edge and the maze consists of multiple boards, the view shifts.
- Once the full path is completed, it blinks and you may explore neighboring boards.
Be the first to place four tiles in a row, column, or diagonal.
- The playfield contains a blue-bordered bin that starts empty.
- Players take turns placing stones of their color.
- Stones fall from the top into the tapped column and stack at the bottom.
- The first player to place four stones in a row—horizontal, vertical, or diagonal—wins.
Reveal pairs of dominos with matching colors.
- The playfield consists of four rows of dominos, each two tiles tall.
- The bottom row shows the current player.
- At the start, all dominos appear in a checkerboard pattern.
- The bottom row then lights up in the next player's color.
- Tapping a non-lit tile reveals that domino.
- Tapping another reveals a second domino.
- Matching dominos are recolored in the player's color, and the player gets another turn.
- Non-matching dominos turn off again, and the next player plays.
- When all tiles are colored, the player with the most wins.
Reveal pairs of equally colored squares.
- The playfield consists of 16 slightly staggered tiles.
- Unrevealed tiles pulse in the active player's color.
- At the start, all tiles appear in a checkerboard pattern.
- Unrevealed tiles glow in the next player’s color.
- Tapping a pulsing tile reveals it.
- Tapping a second reveals another.
- If both share the same color, they are permanently recolored for that player.
- If they differ, both turn off again and the next player takes their turn.
- When all tiles are paired, the player with the most pairs wins.
Sink all of your opponent’s ships.
- The playfield represents the ocean, and the bottom row indicates the active player.
- "BS" is displayed depending on the player count.
- Players place ships while others look away.
- A ship is placed by tapping a non-lit tile.
- Possible ship orientations blink from that tile.
- Unavailable orientations do not appear.
- Tapping a blinking tile places the ship; tapping anywhere else cancels.
- Each player places one size-2 ship, two size-3 ships, one size-4 ship, and one size-5 ship.
- Once both players finish placing, they take turns firing.
- Tapping a tile reveals blue for water, yellow for a hit.
- When a whole ship is destroyed, its tiles turn green.
- Sinking the last ship wins the game and causes all destroyed ships to blink.
Swap adjacent tiles to create rows of three or more matching colors and score as many points as possible.
- All tiles receive a random color.
- Tiles can be swapped by tapping them.
- Only adjacent swaps that result in a match are allowed.
- Rows of three or more matching tiles disappear.
- Tiles above fall down and new ones appear.
- Matching four creates a pulsating tile.
- Matching five creates a rainbow blinking tile.
- The bottom row shows the remaining time.
- Holding a tile in the bottom row shows the score.
- When time runs out, the game ends.
- The score is displayed using five colored columns representing digits.
Connect matching colors without crossing the paths.
- The playfield is generated with randomly placed colored endpoints.
- Each color appears exactly twice.
- Tapping a colored tile activates it.
- A path must be drawn to its matching tile.
- Each step must be adjacent to the previous tile.
Paint the field however you like.
- A colorful smiley appears.
- Then the playfield turns completely off.
- Tapping any tile changes its color.
- Analog mode sets it to bright red.
- Random mode picks a random color.
- Palette mode cycles through red, blue, green, yellow, cyan, magenta, orange, violet, mint, white, and black.
Recreate the displayed pattern.
- In color mode, the game starts with half a colorful smiley.
- A random picture is shown.
- Pressing any tile hides the picture.
- The player must recreate the picture manually.
- On/off mode toggles tiles between lit and unlit.
- Color mode cycles through the full palette.
- To finish, hold any tile for 5 seconds.
- Wrong tiles appear red, correct tiles green.
- The original and recreated picture then alternate for comparison.
Recreate the shown image.
Just sit back and watch.
- A test animation is shown.
- Holding any tile turns off its light.
- 1/6: horizontal rainbow animation.
- 2/6: diagonal rainbow animation.
- 3/6: vertical rainbow animation.
- 4/6: rainbow moving toward the center.
- 5/6: dim white field.
- 6/6: bright red field.
- off: field unlit.
Colors fall from above; catch them at the bottom.
- Colors fall from above.
- Players must tap at the exact moment the colors reach the bottom.
- Too early or too late counts as a miss.
- Single-player: survive as long as possible.
- Every 25 catches increases speed and difficulty.
- Correct catches restore health; misses lower it.
- A health bar is shown on the right.
- If health reaches zero, the game ends.
- Multiplayer (2 or 4): players compete.
- First to catch 25 colors wins.
- Playfields flash before the match.
- After the match, the winner’s field flashes first.
Just sit back and watch.
- A sequence of test images is displayed.
- Pressing any tile skips to the next image immediately.
Slide rows and columns from the edge to restore the starting pattern.
- The starting pattern is shown and then scrambled.
- Players tap border tiles to slide rows or columns.
- The tile that falls out reappears on the tapped side.
- The game is won when the original pattern is restored.
- Fewer moves result in a better score.
Tap the colors as simultaneously as possible before time runs out.
- Each player has their own playfield area.
- The same positions light up for all players.
- Players must tap as synchronously as possible before time runs out.
Turn all lights off (or all on).
- Three playfield sizes exist.
- Tiles start in random states.
- Tapping toggles the tile and its neighbors.
- You win by turning all lights on or off.
- A color animation is shown afterwards.
Remember an ever-growing sequence of tiles and repeat it successfully.
Remember an ever-growing sequence of tiles on the Christmas tree and repeat it correctly.
Build the tallest Christmas tree by stacking pieces at the right moment.
- The next tree layer moves left and right.
- Tapping stops the movement.
- Each new layer becomes smaller.
- If the stopped layer has no tree below it, it falls, and the next layer becomes smaller.
- Reaching the top lights the star in rainbow colors.
Relax with gentle rain.
- Ripple animations emerge from the last pressed tiles.
- Rain randomly creates additional ripples.
Spin the wheel of fortune.
- The wheel slows down continuously.
- Eventually it stops on a color.
- 12× green, 6× yellow, 3× cyan, 2× blue, 1× red.
- Press the start button or any tile to spin again.
Avoid obstacles by jumping for as long as you can.
- The character runs automatically.
- Speed increases continuously.
- Avoid touching obstacles.
- Tap any tile to jump.
- The current level is displayed periodically.
- The farther you run, the better your score.
React faster than your opponent; best of 9 rounds wins.
- The field is divided into rows, one per round (9 total).
- Green vs blue players.
- A row lights yellow, then turns off.
- When it lights again in green/blue, players must react.
- The fastest press wins the round.
- Pressing too early loses instantly.
- Variant: players must hold their front button until reaction time.
- Whoever wins the most rounds wins the match.
Play table tennis; the first to reach 5 points wins.
Fill the field with pentomino shapes.
- The field is either 8×8 with a 2×2 hole or 9×7 with a 1×3 hole.
- Twelve pentominoes must be placed.
- The palette shows all available pieces.
- The current piece pulses.
- Tapping moves the piece.
- Holding and tapping left/right rotates it.
- Holding and tapping up/down mirrors it.
- Pieces stay if they do not collide.
- White removes the active piece.
- The game ends when the entire area is filled.
Memorize the sequence and tap the tiles in the correct order.
- The game starts with a short sequence of three tiles.
- The tiles light up one after another to show the order.
- The player taps the tiles in the exact same sequence.
- Tapping a wrong tile triggers an error indication and the sequence restarts.
- Each successfully completed stage adds one more tile to the sequence.
- After completing all nine tiles, a victory animation is shown and the game restarts.
Shift blocks to merge colors and reach the next level.
- A 4×4 grid with a white border is used.
- Blocks slide in the pressed direction until they collide.
- Blocks of the same color merge into the next color.
- Merged blocks cannot merge again until the next move.
- After each valid move, a new block appears.
- The game starts with two blocks.
- Reaching the 10th color ends the game.
- The bottom row and right column display progress.




































