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For parents

What this is, and what it refuses to be

PuzzleBloom is a garden of puzzle games for children. It was built by one parent who wanted a place where the answer to “can I play something?” was simply yes — no negotiating, no watching over a shoulder, no ads quietly learning what a six-year-old likes.

Why it exists

Most games made for children are made to be returned to: a streak to protect, a chest to open, a friend’s score to beat. Those mechanics work, which is exactly the problem. They teach a child to keep playing rather than to finish.

A puzzle has the opposite shape. It ends. It is satisfying at the moment it is solved, and then there is nothing left to collect. That is the whole design brief here: build things worth finishing, and make finishing feel like enough.

Five promises

Kept cheap by architecture: this whole site is static files. There is no backend to leak from.

No advertising, of any kind

No banners, no interstitials, no “watch a video to continue”. There is no business model running underneath the puzzle.

No accounts and no messaging

Nothing to sign up for, nobody to talk to. There is no chat box to moderate because there is no chat box.

No violence, no fear

No shooting, no death, no jump-scares, no countdown that punishes you. Nothing here gets harder because you were slow.

No data leaves the device

Progress, stats and themes live in this browser’s local storage. There is no analytics script and no server to send anything to.

No dark patterns

No streaks that punish a missed day, no fake scarcity, no “are you sure you want to leave?”. Closing the tab is always allowed.

How a hint works

Hints never reveal the answer. Each one names the technique, points at the cells it read, and explains why the conclusion follows — “4 is the only digit left for this cell: its row, column and box account for the other eight.” The player can read the reason, or press a second button to watch it happen. Reading is the exercise; solving is the reward.

Which level for which age

Age is a rough guide, not a gate. A child who finishes Gentle should try Curious immediately.

LevelRoughlyWhat it asks of them
Gentle6 and upPlenty of clues, one-step logic only. A good first grid.
Curious8 and upFewer clues, same logic. Rewards scanning the whole board.
Tricky10 and upNeeds pairs and intersections — the first real deductions.
Brainy12 and upNeeds subsets and wings. Genuinely hard, still always logical.

Under six, turn on the creatures instead of numerals. Nine faces are far easier to hold in mind than nine symbols that all look like sticks.

What is stored on this device

Three things, all in this browser, none of them sent anywhere.

  • The board you are in the middle of. So closing the tab does not lose an unfinished puzzle.
  • How many you have finished, and your best time per level. Local only, and easy to wipe.
  • The theme you chose. Colours, nothing else.

Clearing these resets progress, stats and your theme. It cannot be undone.

Accessibility notes

  • The whole board is keyboard playable: arrows to move, digits to place, N for notes, H for a hint.
  • Every cell is announced with its row, column and contents to a screen reader.
  • The theme studio measures contrast and offers a one-tap repair rather than letting pale text through.
  • Animations are short and stop entirely when the device asks for reduced motion.
  • The creatures mode exists for pre-readers and for colour-blind players: each face has its own outline shape, not just its own colour.

Ready when you are

The first puzzle is one tap away, and the tab can be closed at any point without losing anything.

Open Sudoku