Two stars to move on
Levels are scored out of three. Two stars unlocks the next one — enough to prove it stuck, not so much that it stalls.
The adventure map
Your child follows a single winding route. Finish a level well, earn the stars, and the next node lights up. There is no menu to get lost in and nothing to buy your way past.
Levels are scored out of three. Two stars unlocks the next one — enough to prove it stuck, not so much that it stalls.
More on screen, less time, closer choices. Level 60 should feel about as fair as level 6 did.
A single winding map from 1 to 100. Nothing to configure, nothing to get lost in.
The line-up
Every game targets something specific — shapes, vocabulary, early math, sentence order — and reappears across the 100 levels at rising difficulty.
Drag each shape to the outline that fits it.
Spot and pop the bubble holding the right word.
Run, jump and pick the answer before the gap closes.
Order the words to launch the rocket.
Sort what belongs in the sea from what does not.
Explore places and match them to their clues.
Dress the character for the weather on screen.
Feed the dino words that mean the same thing.
Little wins, big smiles
Stars, stickers, prizes, a daily spin-the-wheel gift and a streak — plus a “Star of the Day” card worth sending to grandparents.
Every level pays out up to three stars for effort and accuracy.
A growing sticker book kids can flip through between sessions.
Collectible prizes that make finishing a tricky level feel worth it.
A spin-the-wheel gift each day — a reason to come back tomorrow.
A gentle streak counter that rewards showing up, not marathon sessions.
A shareable progress card. Parents can add the child’s name before sharing.