Guides

How the games on Gamefinity work, written by the team that makes them: how a daily game is put together, how a score is checked, where some of our games came from and what they reward. Every number in them was checked against the code, data and records behind the site.

  1. How it works

    How a Gamefinity daily game is built

    Every daily game on Gamefinity gives every player the same round for one New York day. This is how a day gets made, from the date to the puzzle on your screen.

  2. How it works

    How How Many's scenes are made

    How Many shows you a bird's-eye snapshot for a few seconds and asks how many umbrellas, boats or birds were in it. None of those pictures is a photo. Each one is built item by item, and the count is exact.

  3. How it works

    How Quizette's questions are written, checked and dealt

    Quizette asks ten trivia questions a day, the same for everyone. A trivia game is only as good as its questions, so this is how ours are written, checked, tested and put together into a day.

  4. How it works

    How we check every score by replaying it

    A score on a Gamefinity leaderboard is not taken on trust. Our servers play the run again from your inputs and only keep the score if the replay ends exactly where yours did.

  5. How it works

    How The Daily picks its three games

    The Daily is one ticket of three games, the same for everyone each day, with one attempt and one leaderboard. Here is how a day's three are chosen and how three different games become one score.

  6. How it works

    How leaderboards rank, and who wins a tie

    Every game with a leaderboard on Gamefinity has several of them, and every board has to settle what happens when two players score the same. Here are the rules, as the code applies them.

  7. How it works

    Why you get one try a day

    Our daily games give every player one go at each day's round. Here is why, how the rule works, and what happens when life gets in the way: a reload, a dead battery or a second tab.

  8. How it works

    Uncommet's Today's Fleet: what everyone else named

    Finish a day's Uncommet mission and the final screen opens onto Today's Fleet: every other flight of the day, and what the day's players named for each prompt. Here is what it shows and how we keep it fair.

  9. Design history

    Why we rebuilt Pack It

    Pack It, our physics packing game, had a good idea and a bad problem: it was far too easy. This is how we found out, what we measured and what we changed, in two rounds over two days.

  10. Design history

    Purrglar: from a prototype to a daily heist

    Purrglar went from a one-page prototype to a daily game in about four days, and most of what makes it work came from taking things out. This is how it got its shape.

  11. Design history

    Thimbly: from hand-drawn charts to a daily of graded hoops

    Thimbly started out as Stitch, a daily picture puzzle with hand-drawn charts. It stopped being a daily, learned to make its own puzzles, and came back as one under a new name. Each change came from a number.

  12. Strategy

    Daily IQ: the puzzle types and how to approach them

    Daily IQ deals ten reasoning puzzles a day, from two warm-ups to two genuinely hard ones. Each kind of puzzle has a short checklist that solves most of them. Here they are.

  13. Strategy

    Mate in One: where the puzzles come from and how to score

    Mate in One is 90 seconds of real chess positions, each with exactly one move that mates. The scoring rewards something different from what most players expect: not speed, but never missing.

  14. Strategy

    GeoDrop: how the scoring works and where to aim

    GeoDrop gives you eight places a day and a blank world map. Knowing how a pin's distance becomes points changes how you should play the 20 to 25 seconds you get for each.

  15. Strategy

    How Uncommet scores a rare answer

    In Uncommet any right answer counts, but the less known it is, the further your rocket flies. Here is exactly how an answer is scored, and what that means for how you play.