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Endless runners, precision platformers and games built entirely around the half-second between seeing and reacting. Rage-adjacent by design.
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The offline dinosaur from Chrome's error page, playable while you still have a perfectly good connection.
Frogger with better manners: hop a chicken across roads, rivers and railway lines until the inevitable lorry.
The pipe game its own creator pulled from the app stores for being too addictive, rebuilt and still ruining afternoons.
Rhythm platformer in which a cube jumps in time with the music, and every death teaches you exactly one frame of timing.
Climb a mountain of junk using nothing but a hammer, and lose an hour of progress to a single bad swing.
Race a crowd of runners up a rooftop obstacle course where the only real skill is jumping at the right half-second.
Two floppy archers, one bow each, and physics that decides the winner considerably more often than aim does.
Run through a tunnel in space where the walls become the floor whenever you turn. An entire generation played this instead of maths.
Ragdoll obstacle course whose entire design goal is taking your stickman apart in an inventive new way each level.
Roll a ball down an endless neon slope at rising speed until the geometry wins, which it always eventually does.
Swing a stick figure between grapple points using one button, then trust momentum to carry the mistake.
The endless runner that ate mobile gaming, in a browser tab with the trains, the hoverboards and the shouting guard intact.
Sprint away from a large monkey along a crumbling temple path, dying at the same badly signposted corner every time.
Fly down a rotating tunnel of coloured obstacles quickly enough that your eyes take over the steering from your brain.
Precision stickman platforming with spikes, saw blades and checkpoints positioned by somebody who enjoys watching people suffer.
One button, one detour. Press it as often as you like.