About Gem Arcade Games
An independent browser arcade with thirty original gem collection games and the writing to explain them. Here is who makes it, how, and what we will and will not do.
What Gem Arcade Games is
Gem Arcade Games is a small, independent browser arcade built around a single idea: collecting things while something else tries to stop you. Every game on the site is about gathering gems, crystals, jewels, energy stones or treasure — and every game asks a different question about how you go about it.
There are 30 games here. All of them were written for this site. None of them are licensed, rebranded or embedded from anywhere else, and none of them use characters, art, music or level designs that belong to someone else. The art is generated at runtime from vector drawing commands, the sound is synthesised in the browser, and the code is plain HTML5, CSS and JavaScript.
Why the site exists
Most free browser game portals are aggregators. They collect games made by other people, wrap them in adverts, and publish a paragraph of description that could apply to any of them. We wanted to build the opposite: a smaller library where every game is ours, every page explains how that game actually works, and the writing is worth reading even if you never press play.
The second reason is more specific. Collection scoring is genuinely interesting and almost never explained. Players talk about combos and multipliers without knowing the maths, and most games never tell them. Our guides exist to close that gap, using our own games as worked examples because those are the ones we can describe honestly.
What we publish
- Original HTML5 games. Playable instantly, on desktop and mobile, with no download, account or payment.
- Game documentation. Every game page explains its objective, controls, collectible values, power-ups, scoring, combo rules and difficulty, in text outside the canvas so it can be read by search engines and screen readers.
- Guides. Long-form explanations of the mechanics behind collection games, grouped into topic clusters that link back to the games that use them.
How our games are built
Every game runs on one shared engine. That engine provides the canvas setup and scaling, the game loop, input handling for keyboard and touch, collision detection, the collectible system, the combo and scoring model, power-ups, particles, procedural level generation and local score storage. Individual games supply their own rules, tuning, theme and twist on top of it.
That shared foundation is deliberate. It means a fix to collision forgiveness or to the touch controls improves thirty games at once, and it means the combo rule you learn in one game is exactly the combo rule in every other. It also keeps each game small enough to load quickly, because the engine is cached after the first game you play.
How our games are tested
Before a game is published it has to pass the same checklist, run by hand on desktop and on a phone:
- The page loads without console errors and the canvas renders.
- The game starts from the ready screen, by button, key and tap.
- Keyboard controls and on-screen touch controls both work, and the touch controls never overlap the canvas or the score.
- Gems can be collected, the score and gem counters update, and the combo multiplier steps correctly at five, ten, fifteen and twenty.
- Collisions register, hazards behave as described on the page, and a shield absorbs exactly one hit.
- The game over screen appears with correct figures, and restart produces a clean run.
- Pause works, and the game pauses itself when the browser tab is hidden.
- The local best score saves, reloads and displays correctly.
- The game remains playable with reduced-motion preferences enabled.
A game that fails any of these does not ship until it passes. If you find something that slipped through, tell us — that is genuinely the fastest way for it to get fixed.
How our writing is produced
Every article is written and edited by Alex Morgan, who also runs the game test plan. Guides describe mechanics we have built and can verify directly. Where an article touches on browser technology or accessibility, it links to primary documentation rather than paraphrasing it and hoping. We do not publish invented statistics, invented studies or invented quotes, and where a number would be useful but does not exist, we explain the concept instead. The full process is documented in our editorial policy and fact-checking policy.
Our commitment to accessibility
Games are hard to make accessible and we do not claim to have solved it. What we do commit to:
- Every instruction lives in HTML outside the canvas, so screen readers and search engines can read it.
- Every game is fully playable with the keyboard alone, and separately with touch alone.
- Focus states are visible, interactive controls are real buttons, and touch targets are at least 44 pixels.
- We honour the
prefers-reduced-motionsetting: particle counts drop, screen shake is disabled and decorative animation stops. - Text contrast is checked against WCAG 2.2 AA, and colour is never the only way information is conveyed — gem types differ in shape as well as colour.
Our commitment to original content
No game here copies another game’s characters, sprites, logos, levels, music or sound effects. No article here is spun from someone else’s. We do not scrape competitors, we do not rewrite other people’s reviews, and we do not mass-publish thin pages to chase keywords. If we have nothing useful to say about a topic, we do not publish a page about it.
Our privacy principles
We do not ask you to register, we do not collect your email to let you play, and we do not run our own analytics. Your scores, favourites and play history are written to your browser’s local storage and never leave your device. The privacy policy sets out exactly what is stored and what is not.
One important clarification about “gems”
The word “gem” means two very different things. On this site it means one thing only: a fictional collectible inside an arcade game, worth arcade points. Nothing here relates to real gemstones, jewellery, mining, gemstone valuation, trading or investment. Nothing can be bought, sold, withdrawn or exchanged for anything of value, and no game on this site involves wagering. If you arrived looking for information about real gemstones, this is not that site.
Frequently asked questions
Who runs Gem Arcade Games?
It is an independent site. Games and articles are produced in-house, with Alex Morgan as editor and game tester. We do not claim to be a large studio or to have credentials we cannot show you.
Is the site really free?
Yes. There is no paid tier, no download, no account and no in-game purchase. The site is designed to be supported by advertising placed around the content.
Can I use your games on my own website?
Not without permission. The games and their code are ours. If you would like to talk about it, use the contact page.
How often do you add new games?
When there is something genuinely new to add. We do not commit to a schedule, because a schedule is how portals end up publishing reskins.