The reflex shelf. Four games, all of them short, all of them designed to end your run quickly and let you start again immediately. If you like a score that means something because it was hard to get, this is the group.
Chop Wood is the simplest: two directions, one obstacle, and a combo counter that punishes you for getting comfortable. 100 Floors is a falling game where the platforms are already moving when you land on them. Escape Room is about waiting for the right gap rather than moving fast. Thunder Strike is the odd one out — a classic vertical shooter where surviving is mostly about staying near the bottom of the screen and making small movements early.
None of these have continues or checkpoints. A run ends, you see your score, you go again. That loop is the whole game.
They are reflex games, so early runs end fast. That is the format rather than a difficulty spike — the score is how long you last.
They are built for touch and mouse first. On desktop the same tap targets respond to a click.
No. Chop Wood and Thunder Strike are abstract, and Escape Room is about avoiding hazards rather than fighting anything.