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.
Gossamer
A hard word, ringed by its own kin — and one hidden opposite. Read the web, find the odd one out.
Gossamer · Field Lab
The same hunt, rendered in vector space. Neighbours cluster; the antipode hides among them.
Wander
Step through a field of shapes by eye alone, then look back at the path you chose.
Tracks
The magpie hid one bright thing. Read the whispers, rule out the rest, say where. New every time.
The Thicket
A tangle of trick questions. The first answer that pops into your head is usually a little wrong.
The Key
Meet a real local tree, one either-or at a time. The key does the knowing — you do the looking.
The Reading Room
A quiet timer for real work. Sit down, begin — the magpie counts the sitting.
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.


