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ColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTap
ColorTap

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.
Player: 1 to 8
ColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTap
Best of 3Best of 3Best of 3Best of 3Best of 3Best of 3Best of 3Best of 3Best of 3Best of 3
ColorTap

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).
Player: 1 to 8
ColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTap
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ColorTap

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.
Player: 1+
ColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTapColorTap
LevelsLevelsLevelsLevelsLevelsLevelsLevelsLevelsLevelsLevels
ColorTap

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.
Player: 1+
ColorTreeColorTreeColorTreeColorTreeColorTreeColorTreeColorTreeColorTreeColorTreeColorTree
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ColorTree

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.
Player: 1+
MoleTapMoleTapMoleTapMoleTapMoleTapMoleTapMoleTapMoleTapMoleTapMoleTap
against Clockagainst Clockagainst Clockagainst Clockagainst Clockagainst Clockagainst Clockagainst Clockagainst Clockagainst Clock
MoleTap

Decorate the Christmas tree as shown before time runs out; patterns may change quickly.

    Player: 1+
    ColorSnipeColorSnipeColorSnipeColorSnipeColorSnipeColorSnipeColorSnipeColorSnipeColorSnipeColorSnipe
    ColorSnipe

    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.
    Player: 1 to 8
    ColorCornerColorCornerColorCornerColorCornerColorCornerColorCornerColorCornerColorCornerColorCornerColorCorner
    ColorCorner

    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.
    Player: 2 or 4
    TicTacToe!TicTacToe!TicTacToe!TicTacToe!TicTacToe!TicTacToe!TicTacToe!TicTacToe!TicTacToe!TicTacToe!
    TicTacToe!

    Be the first to place three tiles in a row—horizontal, vertical, or diagonal.

      Player: 2
      SnakeSnakeSnakeSnakeSnakeSnakeSnakeSnakeSnakeSnake
      Snake

      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.
      Player: 1
      LabyrinthLabyrinthLabyrinthLabyrinthLabyrinthLabyrinthLabyrinthLabyrinthLabyrinthLabyrinth
      Labyrinth

      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.
      Player: 1+
      4 in a Row4 in a Row4 in a Row4 in a Row4 in a Row4 in a Row4 in a Row4 in a Row4 in a Row4 in a Row
      4 in a Row

      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.
      Player: 2
      RecallRecallRecallRecallRecallRecallRecallRecallRecallRecall
      Recall

      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.
      Player: 1 to 4
      ColorPairsColorPairsColorPairsColorPairsColorPairsColorPairsColorPairsColorPairsColorPairsColorPairs
      ColorPairs

      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.
      Player: 1 to 2
      Gotcha!Gotcha!Gotcha!Gotcha!Gotcha!Gotcha!Gotcha!Gotcha!Gotcha!Gotcha!
      Gotcha!

      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.
      Player: 2
      3 and gone3 and gone3 and gone3 and gone3 and gone3 and gone3 and gone3 and gone3 and gone3 and gone
      3 and gone

      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.
      Player: 1+
      ColorConnectColorConnectColorConnectColorConnectColorConnectColorConnectColorConnectColorConnectColorConnectColorConnect
      ColorConnect

      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.
      Player: 1+
      Painting SessionPainting SessionPainting SessionPainting SessionPainting SessionPainting SessionPainting SessionPainting SessionPainting SessionPainting Session
      Painting Session

      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.
      Player: 1
      RepaintRepaintRepaintRepaintRepaintRepaintRepaintRepaintRepaintRepaint
      On/OffOn/OffOn/OffOn/OffOn/OffOn/OffOn/OffOn/OffOn/OffOn/Off
      Repaint

      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.
      Player: 1+
      RepaintRepaintRepaintRepaintRepaintRepaintRepaintRepaintRepaintRepaint
      ColorsColorsColorsColorsColorsColorsColorsColorsColorsColors
      Repaint

      Recreate the shown image.

        Player: 1+
        ColorFrenzyColorFrenzyColorFrenzyColorFrenzyColorFrenzyColorFrenzyColorFrenzyColorFrenzyColorFrenzyColorFrenzy
        ColorFrenzy

        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.
        Player: -
        Tap HeroTap HeroTap HeroTap HeroTap HeroTap HeroTap HeroTap HeroTap HeroTap Hero
        Tap Hero

        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.
        Player: 1 to 4
        SlideShowSlideShowSlideShowSlideShowSlideShowSlideShowSlideShowSlideShowSlideShowSlideShow
        SlideShow

        Just sit back and watch.

        • A sequence of test images is displayed.
        • Pressing any tile skips to the next image immediately.
        Player:
        Amazed!Amazed!Amazed!Amazed!Amazed!Amazed!Amazed!Amazed!Amazed!Amazed!
        Amazed!

        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.
        Player: 1+
        TeamTapTeamTapTeamTapTeamTapTeamTapTeamTapTeamTapTeamTapTeamTapTeamTap
        TeamTap

        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.
        Player: 2, 4
        LightsOutLightsOutLightsOutLightsOutLightsOutLightsOutLightsOutLightsOutLightsOutLightsOut
        LightsOut

        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.
        Player: 1+
        Going on a TripGoing on a TripGoing on a TripGoing on a TripGoing on a TripGoing on a TripGoing on a TripGoing on a TripGoing on a TripGoing on a Trip
        Going on a Trip

        Remember an ever-growing sequence of tiles and repeat it successfully.

          Player: 1
          TreeDecoratingTreeDecoratingTreeDecoratingTreeDecoratingTreeDecoratingTreeDecoratingTreeDecoratingTreeDecoratingTreeDecoratingTreeDecorating
          TreeDecorating

          Remember an ever-growing sequence of tiles on the Christmas tree and repeat it correctly.

            Player: 1
            TreeStackTreeStackTreeStackTreeStackTreeStackTreeStackTreeStackTreeStackTreeStackTreeStack
            TreeStack

            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.
            Player: 1
            Rainy RipplesRainy RipplesRainy RipplesRainy RipplesRainy RipplesRainy RipplesRainy RipplesRainy RipplesRainy RipplesRainy Ripples
            Rainy Ripples

            Relax with gentle rain.

            • Ripple animations emerge from the last pressed tiles.
            • Rain randomly creates additional ripples.
            Player: 1+
            Wheel of FortuneWheel of FortuneWheel of FortuneWheel of FortuneWheel of FortuneWheel of FortuneWheel of FortuneWheel of FortuneWheel of FortuneWheel of Fortune
            Wheel of Fortune

            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.
            Player: 1
            ParcoursParcoursParcoursParcoursParcoursParcoursParcoursParcoursParcoursParcours
            Parcours

            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.
            Player: 1
            Trigger HappyTrigger HappyTrigger HappyTrigger HappyTrigger HappyTrigger HappyTrigger HappyTrigger HappyTrigger HappyTrigger Happy
            Trigger Happy

            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.
            Player: 2
            PongPongPongPongPongPongPongPongPongPong
            Pong

            Play table tennis; the first to reach 5 points wins.

              Player: 2
              PentominoPentominoPentominoPentominoPentominoPentominoPentominoPentominoPentominoPentomino
              Pentomino

              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.
              Player: 1
              BlockMemBlockMemBlockMemBlockMemBlockMemBlockMemBlockMemBlockMemBlockMemBlockMem
              BlockMem

              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.
              Player: 1
              ColorComboColorComboColorComboColorComboColorComboColorComboColorComboColorComboColorComboColorCombo
              ColorCombo

              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.
              Player: 1