#All 15 Games
#Game reference
| Game ID | Goal and important controls |
|---|---|
snake | Eat apples and avoid walls and your own body. Steer with WASD. |
tetris | Complete lines. A/D moves, S soft-drops, primary rotates, secondary hard-drops. |
pong | Move the left paddle with W/S and beat the bot to the configured score limit. |
breakout | Move the paddle with A/D, clear durable brick rows and preserve your lives. |
flappy | Use primary action, Space or W to flap through accelerating pipe gaps. |
2048 | Slide the 4x4 board with WASD and merge equal values. Reach 2048 and continue if desired. |
minesweeper | Move the cursor with WASD, reveal with primary and flag with Shift. Clicking a revealed number chords when adjacent flags match it. The first reveal protects a 3x3 area. |
pacman | Navigate with WASD, clear dots, use power pellets against four ghosts and complete three levels. Turns are buffered at walls. |
invaders | Move with A/D and shoot with primary. Clear waves before they descend through the shields. |
frogger | Hop with WASD, cross moving hazard lanes, reach the top before time expires and keep your lives. |
connect4 | Select a column with A/D and drop with primary. Play against AI or alternate locally. |
simon | Watch the colored and audible sequence, then repeat it with W/D/S/A or the cursor and primary action. |
lightsout | Move with WASD and toggle with primary. A press changes the selected tile and its four direct neighbors. Turn every light off. |
tron | Steer with WASD, avoid every trail and outlast the AI cycle. |
doodle | Auto-bounce upward, steer with A/D and stop horizontal drift with S or primary. Green platforms are stable, purple move and orange break. |
#Scoring and records
Each game owns its scoring rules. score-multiplier is applied when Blockcade creates the displayed and recorded session snapshot. Personal bests, games played, wins, losses and playtime are stored per game.
#Game speed
tick-period controls how often a game's logic advances. Paper itself runs at up to 20 server ticks per second, so period 1 means up to 20 simulation updates per second and period 2 means up to 10.