TinyBright
A calm, colorful first learning game. Four worlds, nineteen games, and a friendly voice that reads every prompt out loud — so a child who can’t read yet can play on their own.
What It Is
One idea per game, taught one clear way.
Colors
Naming, sorting, catching and mixing. Four games that build from recognising a color to making a new one.
Numbers
Counting one to ten, number order, and counting real objects by touching them one at a time.
Letters
Seven games: finding capitals and lowercase, ABC order, matching big to small, and tracing in school stroke order.
Shapes
Naming, sorting, shadow matching, and building whole pictures out of simple shapes.
Every Prompt Spoken
A recorded voice reads every instruction, counts along and celebrates. No reading required, so a pre-reader plays unaided.
Stars, Pets and Dress-Up
Levels earn stars, stars open gift boxes: twelve pets and 138 collectibles. Earned by playing — never bought.
A Minute of TinyBright
Tracing, counting, colors, shapes, pets and stars — the whole game in sixty seconds.
A Look Inside
Big targets, high contrast, and one thing to do per screen.
Four worlds on one screen. A child picks by color and picture, not by reading.
Tracing follows the stroke order taught in school — one stroke per touch, uppercase and lowercase.
Shape Builder: drag simple shapes into a picture, which teaches the shape and the composition at once.
My Stuff: the pet you have earned, and the hats, shoes and trails to dress it in.
How It Works
Built for the way a two-year-old actually uses a tablet.
Pick a World
No menus to read. Four big colored orbs; tap one and the voice names it.
Play a Round
Every game has its own mechanic — tap, drag, catch, trace, count along, peek-a-boo — so the whole app never feels like one game repeated.
Grow With It
Levels add choices and difficulty gradually, with Endless and Sprint modes once a child is ready for them.
Built to the Kids’ Category Rules
Children’s app stores set a higher bar, and the architecture was chosen to clear it rather than to work around it.
No ads, ever. No ad SDKs, no interstitials, nothing for a child to tap by accident.
No third-party analytics. Nothing a child does leaves the device. There is no server storing play data and no account to create.
Nothing a child can buy. The one optional purchase sits behind a parent gate that asks an addition question.
Works offline. The installed apps need no connection at all.
Where You Can Get It
Free in any browser, and a one-time purchase on the app stores.
Coming soon: Google Play and App Store.
How It Was Built
One codebase, five places to run it.
TinyBright is a hand-written HTML5 canvas game — no game engine — so the whole thing stays small enough to load instantly and run smoothly on an entry-level Fire tablet. The same code ships as a web app on Cloudflare, an Android and Fire OS app through Capacitor, and a Windows desktop app through Electron.
The logical canvas is not a fixed size: it follows each device’s aspect ratio, from a 540-high phone in a child’s hands to a squarish desktop window. A headless test suite boots the real game at sixteen shipping devices — iPhone SE through iPad Pro, four Fire tablets, Pixel, Galaxy, Fold and desktop — walks every menu screen and all nineteen games, and fails the build if a single label lands off the edge.
Audio is the part a toddler notices most. Every spoken prompt, sound effect and music bed is loudness-matched so the voice always sits clearly on top, the music ducks underneath while a prompt plays, and parents get separate sliders for voice, effects and music.
Need Software Built and Shipped?
TinyBright went from an idea to a published product on multiple app stores — design, code, audio, store listings and compliance. We can do the same for your project.
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