The games
Feed the Tank
Type to feed the shrimp. Calm, go-at-your-pace typing.
Quick Hands
One letter at a time. The keyboard wakes up as your hand gets steady.
The Workshop
Learn to drive the machine — the pointer, the screen, the files.
Tank Defense
Zap the pests by typing their word. Typing, but with stakes.
Guess the Tank
How many shrimp? Trust your eye, then check yourself.
Swarm Scout
Eyeball the swarm, lock a guess, reveal. Big-number sense.
What Comes Next
Spot the rule, call the next one. The rule's always shown after.
Mirror Pond
Finish the reflection so both sides match.
Two Ponds
A little experiment on your own attention. The point's the noticing.
Your stuff
The class grove
What the whole class has grown together — no ranking, just everyone tending. Updates on its own.
My Garden
A quiet picture of what you've been tending. Grows with effort; never ranks you.
Witcoin Store
The magpie's still stocking the shelves. Nothing to buy yet — come window-shop.


