Every Likable game works with touch, mouse and keyboard, and every round only takes a minute or two. Here's the full playbook — controls, scoring and honest tips — newest games first.
Game 15 · Race · DodgeA three-lane desert highway that never stops curving. You start with 60 seconds on the clock, and the only way to keep racing is to reach the next checkpoint — every one you cross buys you another 18 seconds.
You score a point for every 100 metres covered and 100 points for every car you overtake, so the fastest line is also the highest-scoring one. Clipping traffic costs you three seconds and most of your speed, and drifting onto the sand slows you to a crawl until you steer back onto the tarmac.
Forty-five aliens drop in and march sideways one step at a time, edging down a row every time they reach a wall. The fewer are left, the faster they move — so the last handful are always the most dangerous.
The back row pays 50 points a hit, the middle rows 30 and the front rows 10, and every score is multiplied by the wave number. The orange saucer that drifts across the top is worth 200 × wave. Only two of your shots can be in the air at once, so a wild shot costs you rhythm as well as ammo.
A real pinball table — the ball has weight, the flippers have swing, and nothing is on rails. Pull the plunger to launch, then keep the ball alive. You get three.
Bumpers pay 100 and drop targets 500. Knock all five targets down and you bank 5,000, raise your multiplier and light the jackpot — then shoot the saucer at the top of the table for 10,000 and instant multiball. The multiplier climbs to 6× but resets every time you lose a ball.
Captain Crab sits on his rock while his claw swings back and forth over a reef full of treasure. The whole game is one button: drop the claw at exactly the right moment and reel in whatever it catches. You have 60 seconds.
Pearls are worth 30 points, gems 80, treasure chests 150 — but heavy items reel in slowly, eating your clock. Sea friends trapped in bubbles are the big prize: 200 points plus two bonus seconds. Spiky urchins cost you 4 seconds, and the old boot is worth a proud 5 points. When the reef runs low, a fresh wave of treasure drops in.
The Ocean Squad is stuck in bubbles at the top of the reef. Aim your shell cannon, fire, and match three or more of the same sea friend to pop them free. Every six shots the ceiling pushes down — don't let the bubbles cross the dashed line.
Each popped bubble is worth 10 points, multiplied by your chain combo (up to 5×). Bubbles left hanging with nothing to hold them drop off the board for a +20 bonus each — the announcer calls them FREED!
Help the little turtle hop across the reef, one square at a time, while drifting urchin lanes slide past. It's a road-crossing game under the sea: patience wins.
Every forward hop scores, gold stars are worth +5, and you earn a medal every 25 hops. One touch of an urchin ends the run.
The classic memory game, starring the Ocean Squad. Flip two cards; if the sea friends match, they stay open. Clear the whole reef before the two-minute timer runs out, and a bigger board slides in.
A match is worth 100 points times your streak (up to 5× for five matches in a row without a miss). Clearing a board banks a +500 bonus and deals the next, larger one.
Fly wherever you point! Our star-catcher heroine follows your finger or mouse through the evening sky, scooping up star patterns while grumpy storm clouds drift past. A 60-second dash for as many stars as you can hold.
Ordinary stars are +1. Golden stars are +5 and add two seconds to the clock. Storm clouds steal five seconds and briefly stun you. A medal drops every 25 stars.
Our ninja hero sprints through the garden on his own — your job is the jumping. Leap crates, skip over lanterns, and grab gold stars as the run gets faster and faster.
Distance is score: a medal every 500 meters, with gold stars adding bonus points along the way. One crash ends the run.
One button, one brave chick. Every tap flaps; gravity does the rest. Thread the gaps between the candy pillars and see how far you can fly.
Each pillar gate you pass scores a point, with confetti and a medal every 10 gates. Touch a pillar or the ground and the flight is over.
The nursery animals are popping out of their burrows and it's your job to boop them back down. Classic whack-a-mole with 60 seconds on the clock.
Every critter popped scores, the rare golden chick is a big bonus, and bopping the skunk costs you points — leave him be!
Drop fluffy animals into the pen. When two of the same kind touch, they merge into a bigger, rarer friend. How big can you grow before the pen overflows?
Every merge scores, and bigger animals are worth much more. The run ends when the pile stacks above the line, so tidy stacking IS strategy.
The arcade classic: bounce the ball off your paddle and clear every brick. Some bricks take more than one hit, and the ball gets meaner as you go.
Every brick scores, tougher bricks score more, and clearing the wall brings a fresh, faster one. Miss the ball and it's game over.
Fruit flies, you slice. Drag your finger or mouse through the air like a blade and carve every apple, melon and berry — but never, ever slice the bombs.
Every fruit scores, slicing several with one stroke earns combo bonuses, and a bomb ends the round on the spot.
Bumper karts with attitude. Drive around the arena and smash into rival karts — whoever is moving faster on impact wins the exchange. Last kart rolling takes the crown.
Knockouts score points; hits count when you're the faster kart, so speed is armor. Survive and keep smashing to run up your total.