Numbers and arithmetic
Mental maths through tap-speed practice — recall is what hardens with reps.
Each game on epotli teaches one specific skill in 5 minutes of play. No ads, no sign-ups, no tracking of your child.
Browse all gamesWorksheets teach the symbol; games teach the move. When a child sees 7 + 5 on a sheet, they parse it. When a bubble shows 7 + 5 and they tap the answer, they decide — fast, often, and without a red pen waiting. Repetition without dread is how foundational skills harden. Five minutes a day for a fortnight will outwork a one-hour worksheet on Sunday — provided the five minutes feel like play, not catch-up.
Most kids' apps pull in the opposite direction. Twelve games inside one app, every one of them stretching attention with stars, spins, and unlocks. Small children cannot carry that much UI in their head and still focus on the maths. epotli runs the other way: each game does one concept — addition speed, flag recall, colour mixing, needs vs wants — so the loop stays short, the goal stays clear, and your child knows when they have improved.
No ads, no accounts, no daily-streak nags. Your child opens a game, plays for as long as feels right, and closes the tab. We do not collect anything about how they play, what they answer, or how long they spend. You stay in control of the screen, and your child stays in the moment — which is the only place real learning happens. epotli is free, made in India, and nothing about that will change.
Concepts grouped by skill. Each card lists the games that practise it.
Mental maths through tap-speed practice — recall is what hardens with reps.
Flags, capitals, and where countries actually sit on Earth.
Hold a 4×4 grid in mind; recall what you saw a moment ago.
Predict what red and blue make before they meet on screen.
Plan the path before the first move — the maze rewards thinking, not speed.
Spot needs from wants while a budget ticks down.
Name the feeling, then explain why it makes sense.
Look one move ahead — then two — against an AI that scales.
Two emoji and a clue: name what they hide. Reading-comprehension in disguise.
One short read per game. The tip at the end of each is what to watch for while your child plays.
Tangram gives your child a set of colorful geometric pieces — triangles, squares, and parallelograms — to slide and rotate into a target silhouette. Each puzzle is a tiny mental rotation workout: which shape goes where, and which way does it need to turn? Spatial reasoning is one of the strongest predictors of later math and science success, and tangrams have been used to build it for two centuries.
What to watch for: If your child gets stuck, ask 'which piece looks like that corner?' instead of pointing. Naming the shape they need cements the vocabulary.
Emoji Quiz takes 2-3 emoji and asks your child to guess the word, movie, food, place, or animal hidden behind them. Each round runs 10 multiple-choice questions across categories like Movies, Food, Places, and Animals. There's an optional hint per question. The whole loop rewards lateral thinking — the kind of inferencing that helps with reading comprehension long before they realise it's a skill.
What to watch for: If your child stares at a clue without guessing, ask them what each emoji means on its own — the link usually clicks once they say the pieces aloud.
Flag Quiz shows a flag and asks your child to pick the country from four options. Each round runs 12 questions drawn from a 50-country popular tier. A hint reveals the continent or first letter (worth fewer points). Geography taught the way most kids actually pick it up — repeated exposure plus a tiny competitive edge from the score.
What to watch for: Watch for the moment your child starts naming continents before guessing — that's the leap from memorising flags to reasoning about them.
Phonics & Alphabet teaches letter names, shapes and initial sounds in English and Hindi. Three round types mix recognition, letter-to-picture matching, and sound-to-picture matching. The first 3 levels are pure recognition with infinite lives; lives kick in from level 4. Hindi shares the same 10-level shape, swapping in स्वर and व्यंजन groups.
What to watch for: If your child taps fast and misses on R3 sound rounds, mute briefly and walk them through the sound–letter link aloud — pure phonics is the hardest mode and visual cues won't save them.
Spelling Builder shows your child a picture and a row of letter tiles. They drag letters into slots to build the word. EN ramps from 2-letter starters to 5-letter nouns; HI uses a matra slot mechanic — consonant slots and matra slots are separate, and tiles only drop into their matching slot kind. Wrong drops bounce back amber; the correct slot pulses if they're stuck for 30 seconds.
What to watch for: If your child reaches for the hint every round, mute briefly and read the word together once — recall builds from naming first, dragging second.
A classic 15-puzzle distilled for kids — start on a 3×3 board, graduate to 4×4 around L11. Each level shuffles further from solved than the last, so the early levels teach the slide mechanic in 4 moves and the later ones become full random scrambles. Past L30 the move budget tightens for an endless climb. Best score per level persists; total stars accumulate.
What to watch for: If your child is stuck, suggest fixing the top row first, then the left column. That's the standard solve strategy and an easy mental model to teach.
Find the Flag is the reverse-direction quiz: we name a country, your child picks its flag from four. Ten levels grow from the six most-recognized flags to the obscure tail, with a per-question countdown ring fading in at level 4. From level 6 on, lookalike pairs (Chad/Romania, Indonesia/Monaco, NZ/Australia) sit in the option grid so a kid can't skim — they have to read the flag. Beat a level → next loads. Miss → retry. The climb only goes up.
What to watch for: Sit alongside the first few levels to read country names aloud. The reverse direction (name → flag) reinforces flag-quiz from the opposite end — same dataset, opposite recall path.
Themed word grids — animals, fruits, colors, school. Tap the start letter, tap the end letter, and the word lights up. Levels grow the grid and the word count, then add diagonals, then reverse spellings, then bigger boards forever. Best level + lifetime score persist; total words found stack up over time.
What to watch for: If your child gets stuck, point at the first letter of a word and let them scan outward. Recognising the start letter is the real reading skill the game trains.
Locate the Country is the most demanding of the four flag games. Each round shows a flag in the corner, and your child spins a 3D globe to drop a pin on the country before the 60-second timer runs out. The globe speaks the country name aloud. Spatial geography that knowing-the-flag alone won't carry you through.
What to watch for: If your child taps Locate without spinning the globe, prompt them to find the continent first — pin-dropping with no rotation is a sign they're guessing, not searching.
Animal Match is the classic memory game across 10 levels: a 2×2 board for the first run, a 6×6 board with 18 pairs by the cap-stone, with a per-level countdown that fades in at level 4. No reading needed, so pre-readers can play unaided. The climb is real — your child builds visual-spatial memory in concrete steps, not by repeating one fixed board.
What to watch for: Re-running the same shuffle once is fine; if your child re-runs three times in a row to chase 3 stars, suggest a gap — memory consolidation needs space.
Show your child a target colour and a small palette. They tap source colours to fill the recipe slots — two for primaries and tints, three for shades like brown or slate. Across 10 levels the palette widens from primaries to a full eight-colour set, recipes get longer, and a per-target timer fades in at level 4. Failure is amber, never red, and the climb only goes up.
What to watch for: When a mix misses, ask which two colours your child thought would make the target — surfaces whether they're recalling the recipe or guessing by brightness.
Block Builder is a freestyle canvas — no levels, no win, no fail. Your child picks from 30 colours (10 Numberblocks-inspired hues plus light and lighter tints) and taps an infinite grid to build whatever they imagine: a number, a house, a rocket, a face. Save the finished picture to share with grandparents. The first game on epotli that's pure creative play, designed for ages 3 to 8.
What to watch for: There is no right answer here — let your child show you what they made and ask them to name the parts. The act of explaining wires the skill.
MathBird is the project's only endless adaptive game — your child's level persists across sessions, and the operations and number ranges grow with it. L1–L3 introduces one concept per level; L4–L10 mixes +/−/× with a tightening per-question timer; L11 introduces division; past L11 the curve teaches more operations, then bigger numbers, then faster — forever. Hit 60% accuracy to advance, miss and you stay on the level. Lifetime score and stars accumulate, so progress is always visible.
What to watch for: If your child level-ups twice in a row but accuracy is dropping each session, slow down — the streak bonus rewards speed in a way that can mask shaky fundamentals.
Smart Shopper drops your child into a tiny store with a budget. Some items are NEEDS (green), others are WANTS (pink). Their job: get every NEED into the cart while staying under budget — and stretch the leftover for stars. Four levels grow from a small ₹150 quick stop to a ₹300 family shop. The lesson lives in the moment when 'I want this' meets 'we still need that'.
What to watch for: When your child puts a WANT in the cart, ask them to read the NEEDS still missing — the swap usually happens before you finish the sentence.
Ten mazes, growing from a tiny 3×3 grid up to a dense 10×10. Bunny starts top-left; home is bottom-right. Your child swipes (or taps the on-screen DPad) one cell at a time, picking up carrots on the way. The first three levels are untimed so they can learn the mechanic; from level 4 a generous countdown adds gentle pressure that tightens at every step. Beat a level and the next one auto-loads.
What to watch for: If your child charges into walls repeatedly, suggest tracing the path with their finger before moving — pre-planning is the actual skill the maze is teaching.
Feelings Detective shows a one-sentence story about a kid — say, Max's favourite truck broke — and asks your child to pick the matching emotion. Ten levels grow the option set from three clear-cut feelings up to six nuanced ones (frustrated vs angry, embarrassed vs shy). From level 4 a generous countdown adds gentle pace. The thought-bubble explanation after each pick is where the actual learning sits — naming feelings is the first step toward managing them.
What to watch for: After your child picks 'angry', ask them to tell you about a time they felt the same way — the game is a doorway, not the destination.
Find the Way is path drawing instead of step-by-step movement. Your child taps tiles to lay a footprint trail from a character to its goal, dodging obstacles. Tap a tile twice to trim back. Ten levels grow from a tiny 3×3 forest to a dense 6×6 jungle; from level 4 a generous countdown adds gentle pressure. Beat a level and the next one auto-loads.
What to watch for: When the trail hits a dead end, watch whether your child trims back or starts over — trimming is the more advanced move, worth a quick 'good thinking'.
Three in a Row is single-player tic-tac-toe vs an AI that scales with the level. Easy levels play random moves; medium uses a heuristic (block, take centre, win); hard runs full minimax with alpha-beta pruning — effectively unbeatable. Ten themed levels with star ratings, plus unlockable emoji skins (🐙, 🚀, 🍕). Stars get harder to earn as the AI gets smarter.
What to watch for: If your child wins easy levels every time but stalls at level 5, that's the strategy threshold — the medium AI rewards thinking one move ahead, which is a real cognitive jump.
Zip is one unbroken line your child paints with a finger. Start at 1, sweep through 2, 3, 4 and on — in order — until the whole grid is filled. Every box must be touched exactly once, so each move is a small planning puzzle: where can I go without trapping myself? Drag back over the line to rub it out and rethink. Grids start at a gentle 4x4 and grow endlessly, so the climb never runs out.
What to watch for: Watch whether your child plans before drawing or dives in and backtracks. Both work — but pausing to look ahead is the planning skill this game builds.
One hundred shapes that climb steadily — from a 3-line triangle to tangled webs with a dozen places you have to choose a turn — then endless beyond. Your child presses a dot and drags in one unbroken stroke, covering every line exactly once without lifting or retracing. The first few levels glow to show where to begin; after that the glow fades and finding the right starting point becomes the puzzle. Lift the finger too soon and the line resets — it really is one line. Beat a shape and the next, harder one loads itself.
What to watch for: If your child keeps hitting dead ends, suggest they trace the whole route with their eyes before moving. Choosing the right starting point is the real skill — it's a gentle first taste of the famous Bridges of Königsberg puzzle.
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