What is games.passed.jp?
games.passed.jp is a small, hand-picked collection of tiny browser games built for the in-between moments of your day — the elevator ride, the kettle boil, the awkward 90 seconds before a meeting starts. Each game is designed to be opened, played, and closed in less than two minutes. No install. No login. No download. Just play.
We believe the modern web has forgotten that games can be small and free and instantly satisfying. App stores demand reviews, downloads, accounts, push notification permission, location, contacts, microphone access, and a credit card on file before you can even tap a falling fruit. We think that's absurd. So we made the opposite.
Our mission
One sentence: make 12-second games that feel so good your body wants another one before your mind catches up.
That sentence is the whole product spec. Every design decision — what color the slice flash is, how long the hit-stop lasts, whether the score counter ticks up or stays silent — is measured against that single test. If a feature doesn't move you toward another play, it doesn't ship.
This isn't accidental. It's the explicit North Star of every project under our roof: build experiences strong enough that a person will, for one fleeting moment, choose to keep playing over getting up to do something they "should" be doing. We are not trying to maximize your time-on-site. We are trying to make moments worth the time you spent.
Who made this
games.passed.jp is operated by Amazing engine Co., Ltd. (株式会社 Amazing engine), a small independent studio based in Japan. We've been shipping web software, games, and experimental media since 2019. Our team's background includes:
- Game design and feel-engineering — years of practice in what makes a moment satisfying: hit-stop timing, particle density, audio attack curves, animation easing, the difference between a "clear" and a "perfect"
- Web architecture — deterministic simulation, finite state machines, browser-native performance, accessibility, the boring infrastructure that lets the fun parts exist
- Lean product development — small bets, fast iteration, validating with real players before scaling, killing features that don't earn their keep
You can find our parent portal at passed.jp, and our other live project is english.passed.jp (英語試験 EnglishPassed-Z) — a Japanese-language English study aid that's been running since 2019.
Why these specific games?
The six games currently on the menu aren't a random portfolio. Each one explores a different micro-feeling we wanted to investigate:
- KATANA SLICE — the satisfying cut. Can swipe physics + ASMR audio create a 12-second loop you'd play 30 times in a row?
- SLIME CRUSH — the chain reaction. What if every tap unlocked a cascade of explosions, and the joy was watching the BFS propagate?
- BOARD ROTATION — the spatial puzzle. Tetris-style but the whole board can be rotated; how does that change planning?
- FALLING MERGE — gallery installation. An avant-garde piece that uses physics as choreography; not a game so much as a moving sculpture you can poke
- GRID CLASH — the local-multiplayer flick arena. Two players, one keyboard, momentum-based physics
- ARROW SHOT — surreal browser ASMR. Loose an arrow, watch reality bend slightly
If a game isn't earning a second play after the first, it doesn't belong here. The menu rotates as we learn.
Our design philosophy
1. No friction at the door
You should never have to sign up, install anything, accept push notifications, or grant location access to play a tiny game. The web is a global, instant medium. We use it as such. Open the tab. Press start. Done.
2. The first 5 seconds matter most
If you can't tell what's happening with the sound off within 2 seconds of arriving, the design failed. Every game on the menu passes the "silent screenshot test" — you can understand the goal from a single static frame.
3. The fifth play should feel better than the first
Replayability isn't about adding content. It's about audio layering, score thresholds barely missed, and the small dopamine pulse of "one more try, I almost had it." We tune for the fifth play, not the first.
4. Free, with respect
The games are free because the web is free. We use lightweight ads (one banner, no auto-play video, no popups, no interstitials between rounds) to keep the lights on. If you find an ad placement intrusive, please tell us — we tune them out of respect for the play loop.
Built in 2026
This portal launched in May 2026. The technology under the hood is intentionally simple: Astro for the static portal, Cloudflare Pages for hosting, and vanilla JavaScript / Canvas 2D for the games themselves. No frameworks per game. No 2 MB JavaScript bundles. The biggest game on the menu is under 70 KB of source code.
This isn't nostalgia. It's respect for your phone battery and your patience. A 12-second game should not require a 12-MB download.
Get in touch
If you have feedback, found a bug, want to suggest a game idea, or just want to say a game made your morning slightly better — see the contact page. We read everything.
If you're a journalist, an investor, or a fellow indie studio interested in collaborating — same contact page works.
Last updated: May 2026. Operated by Amazing engine Co., Ltd. — a small studio that thinks the web is still good, actually.