LetGo App

LetGo is a smart phone application which allow users to register common emotions (both negative and positive such as anger, compassion, generosity, greed, happiness, sadness, lust, kindness etc) and their reactions to those. LetGo analyze your emotions and help improve your emotional intelligence providing you with direct, accurate and quantifiable feedback on your handling of emotions. More

Elephant Trap Game

There are two elephants for two players in the Elephant Trap game board. The elephant movement can be viewed as an "L" laid out at any horizontal or vertical angle. Squares which have already been used are closed by marking them in a different color. If a player does not have a free square to move then the opponent wins the game. The dimension of Elephant Trap game is configurable and you can choose one of the four dimensions of 7 x 7, 8 x 8, 9 x 9 and 10 x 10. More

Towers of Hanoi GAME

A tower of Hanoi is a mathematical puzzle invented by a French Mathematician Edouard Lucas in 1983. Initially the game has few discs arranged in the increasing order of size in first tower. The number of discs (pegs) can vary and number of towers can be either three or four. The goal is to move all the discs from the left tower to the right most one. Only one disc may be moved at a time. You can only move the top most peg from any given tower. A disc can be placed either on an empty tower or on top of a larger disc. Try to move all the discs using the smallest number of moves possible. Select Solution to watch the computer solve the puzzle. More

Shifter Game

Shifter is the 15-puzzle game which is a sliding puzzle that consists of a frame of numbered square tiles in random order with one tile missing. The puzzle also exists in other sizes, 9- puzzle, 24-puzzle etc. The object of the puzzle is to place the tiles in order by making sliding moves that use the empty space. To rearrange the pieces, just click on a tile to slide it to the empty place. More

Code Breaker Game

The object of this game is to guess the color pattern of four pegs that the opponent has been selected (or selected at random from by the computer) within maximum number of attempts. There should be a codemaker and codebreaker to play the game. The codemaker decides a sequence of four code pegs of six different colours. The codebreaker should guess the pattern in both order and color within number of attempts (may be 8, 10, 12) with the help of the marks given by using four key pegs in black and while colours. Each guess is made by placing a row of code pegs on the board. The codemaker provides the feedback by placing key pegs besides the row. A black colored key peg is placed for each correct peg in both color and position and a white key peg is placed for each peg in the correct color but in the wrong position.