2048 Remastered
squareThe monotonic-snake puzzle that turns a 4×4 grid into an entropy problem. Hold one corner, keep a strict value gradient, and the 4096 tile stops being luck.
Fourteen playable browser games, each paired with the research essay that deconstructs it. Every sandbox runs in the page — no install, no account, no download.
These are the same builds embedded inside the essays. Play first, then read the teardown — or go the other way round and test the claims yourself. All fourteen are lightweight client-side builds that run entirely in the browser, with no registration wall and no download.
The monotonic-snake puzzle that turns a 4×4 grid into an entropy problem. Hold one corner, keep a strict value gradient, and the 4096 tile stops being luck.
A live A* / Dijkstra testbed. Block a corridor and watch the replanning cost change before your eyes.
Cluster-clearing that rewards scanning a whole board before touching it. One complete board is a Deep Focus session; five is a habit.
Colour sorting with a hard capacity constraint. Every pour either opens a reserve tube or buries a colour you will need later.
Cluster matching with gravity-after-deletion. The trap is that clearing a big group can strand the piece you needed.
A release-meter shot with real projectile arcs. The interesting part is the tolerance window: how late you can fire before the arc stops forgiving you.
Hold-to-charge jumping with a genuinely variable jump curve. Small changes in launch duration produce very different apex heights.
A touch-first parking sim. Useful for feeling exactly where finger occlusion and target size start costing you precision.
Keyboard-driven reverse parking with a rear-axle pivot you cannot ignore. Geometry, not reflexes, decides most tight-bay attempts.
Vertical bullet-hell micro-dodging where only the cockpit hitbox registers. Two-minute runs, peripheral scanning, instant reset.
The three-minute decompression loop. Low stakes, high legibility, and a clean stopping point between work tasks.
A bullet-heavy Canvas 2D shooter used here as a frame-budget probe: watch particles, sprites and collision checks compete for the same 16.6 ms.
A WebAssembly build with a visible compile cost on first load. Compare the one-time module instantiation with the smooth loop that follows.
A Web Audio timing demo you can hear. Compare an immediate tap with a late one and the latency budget stops being abstract.