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Department of method

The audit, line by line

Every game on our list went through the same procedure, written down here so you can check our working. If you disagree with a score, this page tells you exactly which line to argue with.

Procedure

Four stages, never skipped

  1. Paperwork

    We read the game's CrazyGames page in full: description, controls, any listed level counts or features. Those claims become the checklist for everything after.

  2. Cold start

    Someone who has never played it opens it on the oldest phone in the cupboard and writes down how long it takes to understand what to do.

  3. A week of breaks

    Then it is played in real gaps of the working day for at least five days, on at least three devices, with the stopwatch running.

  4. Sign-off

    All three of us compare notes, mark the five lines and agree a score. If we cannot agree, the lower mark stands until a replay settles it.

The scorecard in detail

What each of the five lines actually measures

Clean exits · 30%

We note the minute at which you first reach a safe place to stop, then check whether leaving at that point loses anything. Short, self-contained levels score well. Timers that punish you for walking away score badly.

Straight dealing · 25%

Do the features on the game's page exist? Are adverts placed between rounds rather than in the middle of them? Is anything presented as urgent that is not? A game that nags loses points here.

Kit tolerance · 20%

Time to first play on each device, dropped frames we can see, heat and battery drain over twenty minutes, and whether the layout survives a small screen.

Learn-in-a-minute · 15%

We hand the game to a colleague with no explanation. If they are playing properly within sixty seconds, full marks.

Charm · 10%

Art, sound, the small jokes. It is the least scientific line on the card, which is why it carries the least weight.

The red pen

Some things remove a game outright, whatever its score: anything resembling a gaming hall, pressure to pay, requests for personal details just to play, or a page that misdescribes the game.

The bench

Devices and browsers we test on

We deliberately avoid new, fast hardware. Most people take their breaks on whatever is in their pocket or on their desk, and that is usually a few years old.

  • Phone: a mid-range Android handset from 2022, running Chrome, plus an iPhone SE running Safari.
  • Tablet: a ninth-generation iPad with Safari, passed down from a relative.
  • Laptop: a Windows work laptop with Edge and Firefox, always with a dozen other tabs open.
  • Desktop: a tower PC in the corner of the studio, Chrome on a 24-inch screen.

Connections are the studio Wi-Fi and, for the commute test, a phone on 4G somewhere between Piccadilly and Victoria.

Where each game felt most at home on the bench
GameBest deviceAlso fine
Candy RiddlesPhoneTablet, laptop
Tiny FishingPhoneEverything
PLINKO!DesktopLaptop, tablet
Fortune MatchLaptopDesktop
Fruit PartyTabletPhone, laptop

Independence

Who gets a say in the score

Only the three people in the studio. Developers are not shown a score before it is published, and no one can buy a spot on the list or a better mark. Referral fees from some outbound links help keep AJN running, but the scorecard is filled in before anyone looks at whether a link earns anything.

When a game changes, its score can go down as easily as up. The desk log on the front desk notes every move.