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, and nothing about your child's play leaves the device.
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. Nothing your child does inside a game — scores, answers, levels — leaves their browser. Our analytics sees that a game page was opened, along with the usual page-traffic basics like how long the tab stayed open. You stay in control of the screen, and your child stays in the moment, which is where 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.
Free online tangram puzzle for kids — 122 silhouettes built from the classic seven pieces: five triangles, a square, and a parallelogram. Your child slides and rotates them to fill a dark outline, and 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.
Domino Merge is a dice puzzle your child plays on a small grid. A two-dice piece waits on the side — tap to flip it, then press a spot on the board to drop it. When three matching dice touch along their edges, they pop together into the next bigger number, and if that sets up another match the pops keep going in a happy chain. The skill is spatial planning: where to drop so dice line up, and how to set off a cascade. There's no clock — it's a think-ahead puzzle — but the board fills as you play, so a few careless drops can box you in. Early levels teach the rule with low dice on a small board; later levels raise the target number while the dice you are handed stay low, so your child has to build longer chains. The climb never runs out.
What to watch for: Notice whether your child drops fast or pauses to spot where a third match will land. Planning one drop ahead — setting up a chain instead of a single merge — is the real skill here.
Emoji Quiz shows 1-3 emoji and asks your child to guess the word, movie, food, place, or animal hidden behind them. It grows across 10 levels — each a short run of 5 to 10 multiple-choice questions drawn from clue kinds like Animals, Food, Places, Movies and Feelings. There's an optional hint per question, no timer on the first levels, and a gentle countdown from level 4. 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.
Bubble Rescue is a bubble shooter built to teach one thing: aiming. Your child drags to aim a colored ball from the bottom of the screen, and a thick guide-line shows exactly where the shot will bounce off the wall before they let go. Land three or more of the same color and they pop — and any bubbles left hanging come cascading down, freeing a trapped pet with a happy burst of confetti. There's no move limit and no harsh 'you lost' — a missed shot just sticks to the pile, so kids learn to judge angles and bank shots by playing. Levels start gentle with two colors and grow endlessly, so the climb never runs out.
What to watch for: Watch whether your child uses the bounce-line to plan a bank shot off the wall, or only fires straight up. The wall-bounce is the aiming skill — point it out once and let them discover the rest.
A country flag quiz for kids — see a flag, pick the country from four options. Ten levels widen the field from the six most populous countries out to all 245, so a child recognises India, China and Brazil before meeting Chad or Suriname. Early levels are untimed and offer a continent or first-letter hint; later ones add a short per-question clock and pull the wrong answers from lookalike flags and the same continent. Geography taught the way most kids actually pick it up — repeated exposure plus a small 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 is a free phonics game that 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 is outlined in amber 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 free sliding puzzle for kids — the classic 15-puzzle distilled: 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.
A Rush Hour-style escape puzzle distilled for kids. Solid blocks lock to their lane — wide blocks slide left-right, tall blocks slide up-down. Slide the blockers out of the way so the red block can reach the gap and escape. Phase A (L1-6) teaches the slide on small boards; Phase B is procedural-endless on a 6x6 board, with deeper solutions and a tighter move budget the further you climb. Untimed — pure look-ahead planning. Best score per level persists; total stars accumulate.
What to watch for: If your child is stuck, ask 'which block is in the red one's way?' and free that one first. Working backward from the goal is the core planning skill this puzzle teaches.
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 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.
Color Sort is a pouring puzzle your child solves on a rainbow gola cart. Bottles start with their bright syrups all mixed up, and the goal is simple: pour colors from bottle to bottle until each one holds just a single color. Only matching colors can stack, so a child has to think a few pours ahead — pour the wrong one and a bottle gets stuck. There's no clock and no way to lose: tap undo or add a spare bottle and keep going. When a bottle fills with one color, its cork pops on with a happy little bounce — the reward that keeps kids pouring. Easy first batches teach the rule one pour at a time, then the cart fills with more colors and fewer spare bottles, so the climb never runs out.
What to watch for: Watch whether your child pauses to look at the whole cart before pouring, or pours and then undoes. Both are real planning — the goal is noticing which pour traps them before they commit.
Gobble Monkey is a kid-safe take on the maze-chase classic. Your child swipes to steer a hungry monkey through a maze, gobbling every banana while dodging the ghosts that roam the corridors. Grab the pulsing mango and the whole game flips — the ghosts turn blue and flee, and for a few seconds the monkey is the one doing the chasing. The first levels have no ghosts and no clock so little ones learn to steer; ghosts, then a mango power-up, then more and faster ghosts arrive one at a time. From level 9 the mazes are generated endlessly and grow with your child, so the climb never runs out. There's no harsh 'you lost' — bump a ghost and the monkey just bounces back to the start with a gentle wobble.
What to watch for: Watch whether your child plans an escape route before the ghosts close in, or only reacts once cornered. Reading the threat early — not fast fingers — is the skill this maze is teaching.
Animal Match is a free animal matching game: the classic memory grid across 10 levels, from a 2×2 board for the first run to 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.
Cube Twist is a twisty colour cube your child solves by dragging — pull a row and the whole row of pieces slides together, so a single move visibly changes many pieces at once. That's the whole idea: see what one twist does before you make it. It starts as gently as a cube can — a single face you can fix in one twist — then climbs to a real 2x2, and on to a guided 3x3. A faint arrow always shows the best next twist, so a child is never stuck, only learning. There's no clock — fewer twists earns more stars, rewarding planning over rushing.
What to watch for: Watch whether your child pauses to read what a twist will do before dragging, or twists and checks. Both are real spatial thinking — the goal is noticing that one move changes a whole group.
Arrow Zoom is a tap-and-clear logic puzzle your child solves on a small grid. Every square holds an arrow pointing up, down, left or right. Tap an arrow with a clear path and it zooms off the edge of the board with a happy whoosh — and the arrows waiting behind it light up as their own path opens. The catch: tap an arrow that's blocked and it just bumps the one in its way, so a child has to look first and work out which arrow can leave, and in what order. There's no clock and no way to lose — clearing the board always wins, and tapping only the arrows that are truly free earns all three stars. Early levels start on a tiny 3x3 board and teach the rule one arrow at a time; later boards grow bigger and more tangled, so the climb never runs out.
What to watch for: Watch whether your child scans the whole board before tapping, or taps and sees what happens. Both are real planning — the goal is noticing which arrow is blocked before tapping it.
Color Mixer is a colour-mixing game for kids. Your child sees a target colour and a small palette, then taps 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 free block-building game for kids — a freestyle canvas with no levels, no win and 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.
Block Builder 3D is a build-to-match challenge across 12 hand-designed shapes — a tower, a tree, a rocket, a puppy, a little house, a castle turret. A glowing hologram shows exactly what to build; your child taps the grid to stack textured blocks (grass, stone, wood, brick, glass, ice and more) that snap together like magnets, then drags to spin the whole world and check every side. Nothing is ever blocked — a wrong block just gets a gentle amber outline, never a fail. It's a Minecraft-style builder sized for ages 5-7 who aren't ready for the real thing, and 3D building is the strongest early predictor of later math and science.
What to watch for: Ask your child to spin the build and describe what's behind — naming hidden sides is where the spatial-rotation skill actually forms.
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.
A free maze game for kids. Ten mazes grow from a tiny 3×3 grid up to a dense 10×10. Bunny starts top-left; home is bottom-right. Your child swipes one cell at a time (arrow keys on a computer), picking up carrots on the way. Every level is timed, but the first three give a very generous countdown so they can learn the mechanic without pressure; from level 4 the clock 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.
Sudoku is a thinking puzzle your child fills in with numbers. The rule is simple: a number can't repeat in any row, column, or little box. Grids start tiny at 4x4 and teach one rule at a time — first rows, then columns, then boxes — so a child who's never seen sudoku learns by doing, not by reading. Place a number that's already taken and the matching square gently flashes to show why it doesn't fit, so every mistake is a small lesson. There's no clock — sudoku rewards patient looking-ahead, not rushing. Grids grow from 4x4 to 6x6 to a full 9x9, so the climb never runs out.
What to watch for: Watch whether your child scans the whole row before placing, or tries a number and checks. Both are real reasoning — the goal is noticing what's already there before deciding.
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Pre-readers. Pictures, not words.
Kindergarten to Class 2 — the sweet spot for most games here.
Class 3 and up. Strategy, geography, and stretch.
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