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Ludibre

Arcade games

One life, one score, one more go

One life, one score, one more attempt. An arcade game explains itself in three seconds and ends the moment you make a mistake — which is exactly why the next run starts before you have finished being annoyed about the last one.

All arcade games

6 original titles, free to play with no account.

6 of 6 games

What arcade actually asks of you

What separates arcade from everything else here is that the run is the unit. There is no save, no board state to come back to and no position to resume: a mistake ends the attempt and the score is the only thing that carries over. That makes it the right family for a short break, and the wrong one for a session you might be interrupted in the middle of.

Difficulty in an arcade game does not arrive as a level, it arrives as speed. Neon Snake ticks faster with every orb you eat, Orbital Bricks starts a new board slightly quicker than the last, Pulsar Rocket narrows the gap. Nothing announces this. You simply notice that the input you were making comfortably a minute ago is now late.

The consequence is that improvement is mostly about the second minute rather than the first. Everyone survives the opening. What decides a score is whether you have a plan for the state the game reaches once it is faster than your reaction time — hugging the walls in Neon Snake, steering the ball with the paddle edge in Orbital Bricks, spending the smallest possible input in Pulsar Rocket.

Which one to open

Pick by what you want out of the next ten minutes, not by the name.

If you wantOpen this
The shortest possible runPulsar Rocket. One button, two walls, a few seconds per attempt. It is the fastest way to fill two minutes.
Something that grows into a thinking gameNeon Snake. It starts as a reflex game and becomes a spatial one past thirty orbs, when your own body is the obstacle.
A run you can steer rather than surviveOrbital Bricks. The paddle actually changes the ball's angle, so the wall comes apart by design rather than by luck.
Two people at one keyboardPaddle Duel. The same single-life logic, with a person on the other side instead of a difficulty curve.