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FLN Words

Picture Name Word Search

Find picture vocabulary words in the 8x8 letter grid.

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FLN Logic

Category Classification

Select all animals, birds, or fruits as prompted.

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FLN Magic

Magic Diya Letter Reveal

Light the magic lamp to reveal letters one by one.

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FLN Marks

Learn Punctuation Marks

Learn full stops, commas, and question marks with animated highlights.

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FLN Sentences

Read & Match Sentences

Match Gujarati sentences to the correct picture illustration.

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Alphabet Wheel

Spin the wheel to learn Gujarati alphabet characters.

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FLN Trace

Word Tracing & Scratch Game

Swipe to clear green spots & reveal hidden vocabulary words.

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FLN Math

Tell the Time (Clock)

Learn to tell time on an analog clock with moving hands and interactive questions.

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FLN Letters

A,B,C,D Spin Wheel

Spin the wheel to explore English and Gujarati alphabets with sounds and images.

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FLN Logic

Length Measurement

Measure colorful objects along a centimeter ruler scale.

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Class 1-4

1 to 100 Digits

Gujarati number names between twenty and a hundred are genuinely irregular, and children usually learn them by rote from an adult who is not always available. Having all hundred numbers on screen with audio means a child can check any number at the moment they need it, which is how this kind of vocabulary is actually acquired.

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Class 1-3

1 to 50 Train Game

Fill the empty train wagons with the missing numbers from 1 to 50. Sequencing practice with immediate feedback.

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Class 3-6

3D Shapes

Learn the faces, edges and vertices of spheres, cubes, cylinders, cones, cuboids, pyramids and hemispheres.

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Class 1-2

Alphabet Learning Match

Learning an alphabet involves three separate things that adults have long since fused together: the shape of the letter, its name, and the sound it makes. A child who knows that the shape is called 'em' may still not know it says /m/. This game keeps an explore mode and a quiz mode side by side so a child can meet a letter properly before being tested on it.

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Class 4-8

Angle Master Laser Puzzle

Reflection follows a rule that is easy to state and hard to feel: the angle a beam leaves at matches the angle it arrived at. This puzzle makes the rule something a child discovers by trying, failing, adjusting and eventually predicting - which is a far more durable way to learn it than being told and asked to apply it.

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Class 1-3

Animals Spin Wheel

Animals are the vocabulary children are most willing to practise, which makes them a useful vehicle for the harder underlying work of matching a spoken word to a written one. The wheel keeps the order unpredictable, so a child is recognising each animal rather than reciting a list they have memorised.

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Class 1-2

Bead Counting

Before a child can work with numbers as symbols, they need to handle them as quantities. Threading beads onto a rod to reach a target gives a child something to move and count, and the physical action of placing each bead supports the one-to-one counting that abstract exercises assume is already there.

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Class 1-3

Birds Spin Wheel

Most children can name a handful of birds and see dozens more without knowing what they are called. This wheel builds that vocabulary in both English and Gujarati, and because the birds are ones found locally, the words attach to things a child can actually go outside and look at.

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Class 6-10

BMI Health Report

Body mass index is a formula children can actually use on themselves, which makes it a rare instance of school mathematics with an immediate personal application. Entering real measurements and seeing a calculated result demonstrates what a formula is for, and the tool doubles as something teachers genuinely need for school health records.

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Class 3-6

Cross Addition Puzzle

This is arithmetic wearing the clothes of a logic puzzle. A grid has some numbers filled in and target sums along its edges, and the child has to work out what belongs in the empty boxes. Because every number affects both a row and a column, guessing rarely works - the child has to reason about constraints, which is a genuinely different mental activity from answering sums one at a time.

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Class 3-7

Decode the Words

A cipher gives a child a rule and a coded message and asks them to apply the rule consistently, symbol by symbol, without shortcuts. It is a small exercise in precision: one careless substitution and the word is nonsense. Children find the secrecy appealing, which carries them through work they would otherwise find tedious.

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Class 1-10

English Grammar Quiz

Grammar is usually taught as a list of rules to memorise, which is why so many children can recite a rule and still write the sentence wrongly. This quiz takes the opposite approach: one topic per level, ten questions on that topic, and enough repetition within the level that the pattern becomes familiar before the next idea arrives. The thirty levels follow the NCERT English progression, so a child can start at the level matching their class rather than at the beginning.

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Class 1-4

English Months Wheel

Children learn the months as a chant and then discover that knowing the chant does not tell them what comes after August without starting from January. The wheel lands on months out of order, which forces recognition of each month individually and reveals whether the sequence is genuinely understood.

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Class 2-6

English Time Quiz

Read a clock and choose the correct English time expression. Twenty levels from o'clock to one-minute precision.

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Class 2-5

Fill in the Blanks

Completing a sentence requires more than knowing a word - the child has to work out which word the sentence needs, which means reading the whole thing and understanding what is missing. Each level here covers one topic, so the sentences build a small connected picture of the animal or subject rather than standing alone.

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Class 1-3

Find A, B, C, D

Seeing the whole alphabet laid out with gaps in it is a different task from reciting it. The child has to scan, notice what is absent, and work out which letter belongs where - which requires holding the sequence in mind while looking at something that contradicts it. That combination is harder and more useful than either skill alone.

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Class 1-6

Find the Different Color

Telling two nearly identical shades apart is a perceptual skill that sharpens with practice, and it demands the kind of sustained visual attention that is genuinely difficult for young children. The difference starts obvious and becomes very subtle, so a child is always working at the edge of what they can see.

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Class 1-5

Find the Larger Number

Comparing written numbers looks simple until the numbers get longer. A child who confidently says 8 is bigger than 3 may say 199 is bigger than 1000, because the first has more nines in it. This game moves deliberately from single digits, where intuition works, to multi-digit numbers, where a child has to compare place by place.

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Class 1-4

Find the Picture Name

Matching a picture to its written name is the most direct form of reading practice there is, because the meaning is given and only the decoding is being tested. This game covers a broad set of everyday Gujarati vocabulary across thirty levels, with no word appearing in more than one level.

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Class 1-5

Find the Smaller Number

Finding the smaller number is genuinely harder than finding the larger one, and not for mathematical reasons. Children are asked for the bigger number far more often, so the instinct to reach for it is well practised. This game deliberately trains the opposite response, which is why children who breeze through the larger-number game often slow down here.

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Class 3-8

Flag Game

Flags are a memorable way into geography because they are visual, distinctive and connected to real countries children hear about in the news and in sport. Recognising a flag is a small piece of knowledge that opens onto a much larger one, and children who learn flags tend to start asking where the countries actually are.

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Class 3-6

Fraction Color Game

Fractions go wrong for children when the notation arrives before the idea. A child who is told that three quarters means colour three of four parts will follow the instruction without understanding why the bottom number is four. This game keeps the shape visible while the notation is used, so the two stay connected while the idea forms.

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Class 3-6

Fruit Math

This is algebra before anyone uses the word. A banana stands for some number, an apple for another, and the child works out which by reasoning across several picture equations. The substitution and elimination they do here is exactly what they will later do with x and y, but with no notation to get in the way - which is why children who find algebra intimidating often solve these easily.

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Class 1-3

Greater Than, Less Than

The greater-than and less-than symbols are arbitrary marks that children are usually asked to memorise, often with a story about a crocodile's mouth. This game builds the idea underneath them first: count both groups, decide which has more, and only then choose the symbol. Getting the comparison right matters more than getting the symbol right, and doing them in that order makes the symbol stick.

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Class 2-6

Gujarati Months

The Gujarati calendar runs alongside the Gregorian one in most Gujarati homes, and children hear its month names constantly in connection with festivals without necessarily knowing their order. This game puts them in sequence, which turns a set of familiar words into an actual calendar a child can reason with.

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Class 1-5

Gujarati Word Builder

Gujarati is written with consonants that carry an inherent vowel and matras that change it, which means building a word is not simply a matter of putting letters in a row. This game gives the child a set of letters and asks them to construct real words, so the relationship between the parts and the whole becomes something they handle rather than something they are told.

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Class 1-4

Gujarati Words Spin Wheel

Randomness holds attention in a way that a fixed list does not, which is most of why a spinning wheel works. A child who would not sit through fifty flashcards will spin fifty times, and the vocabulary exposure is the same. The audio means each word is heard correctly as well as seen.

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Class 1-3

Hindi Vowels Card

The Hindi vowels are the foundation of Devanagari, because every consonant carries one and the matras that modify them are derived from the vowel forms. Learning the swar properly first makes everything after it easier. This game presents them as cards with audio, so a child hears the sound alongside the shape.

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Class 2-6

Image Tile Puzzle

A sliding tile puzzle cannot be brute-forced, because every move to fix one tile disturbs another. Children discover this quickly and then have to shift from moving pieces to planning sequences, which is a genuine step in reasoning. It is also one of the few activities where being stuck is part of the design rather than a sign of failure.

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Class 1-3

In, On, Under

Prepositions of place are almost impossible to define usefully to a young child and almost trivial to demonstrate. This game shows a hamster somewhere - in a box, on a table, under a chair - and asks the child to choose the word that describes it. The picture carries the meaning, so the word attaches to something concrete.

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Class 2-5

Invert and Reverse

A palindrome is a small piece of delight in a language that mostly refuses to be tidy, and children find them genuinely funny. Beyond the novelty, working out that a word reads the same backwards forces close attention to letter order - which is the same attention that spelling requires, arriving here without feeling like spelling practice.

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Class 3-6

Liquid Measure

Volume is harder to grasp than length because it cannot be laid alongside a ruler. A child has to read a scale on a curved container and understand that the number refers to the space filled rather than the height of the line. This game gives that practice repeatedly with a target to hit, which makes the reading purposeful rather than abstract.

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Class 1-5

Magic Mirror

Symmetry is easier to feel than to define. This game lets a child draw freely on one side of a line and watch the mirror image appear on the other in real time, so the relationship between a shape and its reflection is something they produce rather than something they are shown. The immediacy is what makes the idea land.

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Class 4-8

Map Race

Knowing that a city exists and knowing where it is are different pieces of knowledge, and school geography often delivers the first without the second. This game asks a child to place cities into their regions under time pressure, which forces the mental map to become specific rather than vague.

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Class 1-4

Match Picture and Pronoun

Pronouns are a persistent difficulty for children learning English alongside Gujarati or Hindi, because those languages handle gender and number differently. Choosing between he, she, it and they is not a vocabulary problem but a matching problem, and this game makes the match visible by pairing each pronoun with a picture.

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Class 1-4

Math Addition in Gujarati

Children in Gujarati-medium schools meet Gujarati numerals in their textbooks and Arabic numerals almost everywhere else. Being fluent in one and hesitant in the other slows arithmetic down for reasons that have nothing to do with mathematics. This game practises addition using Gujarati digits so that reading the numeral becomes automatic rather than a translation step.

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Class 1-6

Memory Game

Card matching looks like a game of luck and is mostly a game of memory. A child who turns cards at random will finish eventually; a child who remembers what was where will finish far sooner. That difference is visible to the child, which is what makes this one of the few activities where children can feel their own memory improving.

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Class 1-5

Merge Letters

The matra system is where most children learning Gujarati either click or get stuck. A consonant has a built-in vowel, and a matra replaces it - which means the same letter can be read several ways depending on a mark that may sit above, below, before or after it. This game works through the matras one at a time so each is learned properly before the next arrives.

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Class 1-3

Missing Alphabets

Knowing the alphabet song and knowing alphabet order are not the same thing. A child who can sing to Z may still be unable to say what comes before P without starting from A. This game presents a run of letters with gaps, so the child has to reason about position rather than recite - which is the skill every dictionary and index depends on.

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Class 1-3

Missing Letters

A word with one letter removed is one of the most efficient spelling exercises there is, because it isolates a single decision. The child knows the word from the picture, can see most of the letters, and has to work out just one - which means thinking about the sound that belongs in that position rather than recalling the whole spelling.

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Class 1-4

Missing Numbers

Counting out loud and understanding number order are not the same skill. A child can chant to a hundred and still not know what comes before 70, because reciting is a sound pattern and sequencing is a mental one. This game removes the chant: a short run of numbers appears with one missing, and the child has to reason about position rather than recite from the start.

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Class 2-6

Number Pattern Game

Finding the rule in a sequence is early algebraic thinking. The child is not asked to calculate so much as to notice - what is happening between one number and the next, and does the same thing keep happening? This game starts with steady steps a child can see at a glance and works toward patterns where the step itself changes.

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Class 2-6

Opposite Words Game

Opposites are one of the most efficient ways to build vocabulary, because each pair teaches two words at once and gives each one a meaning by contrast. A child learns what 'shallow' means faster by holding it against 'deep' than by hearing a definition. This game starts with pairs a child can picture and moves toward ones they have to think about.

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Class 1-4

Picture and Sound Quiz

Connecting three things - an image, a spoken word and a written word - is what early vocabulary learning actually consists of. This game presents all three together, so a child sees the object, hears its name and chooses its written form. Children learning in two languages benefit particularly, since the same picture anchors both.

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Class 2-5

Place Value Game

Place value is the single idea that makes written arithmetic possible, and it is also the one most quietly skipped. A child who does not understand that the 4 in 42 means forty will still get simple sums right and then fall apart at carrying and borrowing. This game asks only one thing at a time - which digit is in which place - until position and value are firmly connected.

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Class 1-4

Recognize the Word

Reading begins with recognising whole familiar words on sight, before a child can decode anything unfamiliar. This game pairs a clear picture with a set of written words and asks the child to pick the right one, building a bank of words they can read instantly rather than sound out laboriously.

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Class 3-8

Routing Algorithm

An algorithm is a sequence of instructions planned in advance, and the hard part for a child is the planning - working out the whole route before moving rather than steering as they go. This game requires the full sequence up front, which is precisely the mental shift that programming demands and that steering a character does not.

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Class 1-3

Simple Subtraction

Subtraction is harder than addition for a reason that is rarely explained to children: addition can be done by counting on from either number, while subtraction requires holding one number still and counting down from it. This game keeps the numbers small enough that a child can still use fingers or objects, which is exactly what they should be doing at this stage, and builds toward doing it mentally.

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Class 1-5

Singular and Plural

English plurals are mostly regular and occasionally not, and the exceptions are exactly the words children use most - child, foot, tooth, man. This game shows a picture with a specific number of objects and asks for the right form, so the child has to notice how many there are and then apply the correct rule, rather than reciting a list of plurals.

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Class 1-2

Small Letters a, b, c, d

Most children learn capital letters first, because they are the ones on blocks, posters and their own name. Lowercase letters arrive later and are harder: many of them look like each other, several look like each other upside down, and the difference between b and d has confused generations of five-year-olds. This game gives a child repeated, unhurried exposure to the small-letter forms on their own, away from words, until the shapes stop being interchangeable.

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Class 3

Std 3 Gujarati Parakh

Parakh assessments follow a specific format, and children who know the content can still lose marks because the question style is unfamiliar. This section presents Class 3 Gujarati material in the form it actually appears in, organised by chapter so a child can work through the areas they are least sure of rather than everything at once.

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Class 4

Std 4 Gujarati Parakh

The Class 4 Gujarati assessment expects longer passages and more inference than Class 3, and the step up catches children who were comfortable the year before. Working through the material in its assessment format lets a child meet that increase in demand somewhere it does not count.

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Class 2-5

Tell Clock Time in Gujarati

Telling the time in Gujarati is not a direct translation of the English form - the phrasing for half past and quarter to follows its own pattern, and the numerals are different too. A child who can read a clock in English may still be stuck when asked in Gujarati at home. This game practises the clock and the language together.

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Class 3-6

Temperature Master

Read a thermometer and connect degrees Celsius to real conditions, from freezing to boiling.

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Class 1-6

Tic-Tac-Toe

Play noughts and crosses against the computer. A first introduction to strategy, blocking and thinking ahead.

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Class 2-6

Tiranga Word Fill

Fill in the missing words in sentences about the Indian national flag. Combines reading with civic knowledge.

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Class 1-4

Traffic Signal Game

Learn what each traffic light colour means and what to do at a crossing. Road safety in a form young children retain.

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Class 1-3

Units and Tens Place

Count blocks and write the number in tens and ones. A concrete introduction to two-digit place value for early primary.

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Class 3-6

Weight Scale Game

Read the weight shown on a dial scale and choose the matching value. Twenty levels of increasing precision.

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Class 1-2

Which Has More

Count birds in two groups and pick the larger set. An early counting and comparison game for children starting number work.

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Class 1-4

Word Builder Spelling

Spelling is usually practised by copying a word repeatedly, which trains the hand more than the mind. This game gives the child the letters of a word in the wrong order and asks them to build it, so they have to think about which letter comes next rather than reproduce a shape from memory. Getting it wrong is cheap, which is what makes the thinking possible.

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Class 2-6

Word Search Grid

Find hidden words in a letter grid. Builds visual scanning, spelling recognition and sustained attention.

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Class 2-5

Word Unscramble

Unscrambling a word is spelling in reverse. Instead of producing letters in order from memory, the child has all the letters and must find the order - which means trying arrangements, noticing that some letter pairs look right and others do not, and using the picture to narrow it down. That trial process is where the learning is.

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About the games library

Every game here runs in the browser. There is nothing to install, no account to create and no cost at any point. Tap a game and it starts.

The library is organised by subject rather than by age, because children arrive at topics at different times. Each game page states the class band it suits, so a Class 2 child working ahead in mathematics and a Class 5 child consolidating the basics can both find the right level. Games with levels save your progress in your own browser, so a child can stop partway and pick up where they left off on the same device.

Games are available in English and Gujarati, with several in Hindi. Switching language changes the questions rather than just the labels, so a child practising Gujarati vocabulary gets Gujarati content rather than translated English content.

For teachers
Most games project cleanly for whole-class use, and the ones with levels let you set a specific target such as 'reach level 8'. There is no login, so a class can start in seconds on shared devices.
For parents
Ten questions take about three minutes, which is a realistic amount of concentration for a primary-age child. Short and frequent beats long and occasional.
Progress and privacy
Scores and levels are stored in your browser, not on our servers. Clearing your browser data will reset them, and switching device starts fresh.