Pipwing
Play · Learn · Soar

The game loads when you press play.
- Free
- No ads
- No account needed
- No install — plays in your browser
About the game
Eight original learning activities for young flyers — numbers, letters, memory, logic, strategy and telling the time. Fully offline.
Pipwing is a pocket learning arcade for young passengers, hosted by Pip the finch. Eight original activities cover early maths, reading, memory, logic, strategy and clock-reading, each with its own difficulty rating and a ladder of levels that ends in a small celebration.
Number Nibble is a grid muncher: eat only the numbers that fit the rule while creatures roam the board. Letter Rain drops characters to catch on a touch or physical keyboard. Pair Perch is a memory game that grows into matching sums to their answers. Ring Towers is the classic three-peg puzzle. Lantern Grid asks you to put every lantern out, one cross-shaped press at a time. Code Nest hides a row of colours to deduce. Sky Four is four-in-a-row against Pip or a friend. Tick Tock teaches the hour and minute hands, colour-coded so the digits match the hands.
Everything runs from one self-contained file with no internet connection, no accounts, no advertising and no purchases. A Learning Setup screen lets a parent or crew member tune lives, pace, grid sizes, opponents and clue style for every activity, and a Progress board tracks levels cleared rather than a score, because the point is learning, not leaderboards.
How to play
- Move the nibbler across the grid and eat only the numbers that match the rule at the top. A wrong number costs a life, and so does bumping into a wandering creature.
- Characters drift down from the clouds. Press the matching key before one reaches the grass. Every miss costs a life.
- Turn over two cards. A pair stays open, anything else turns back. Later levels pair a sum with its answer.
- Move every ring onto the right-hand peg. Only the top ring of a peg may move, and a ring may never sit on a smaller one.
- Tapping a lantern flips it and its four neighbours. Put every lantern out.
- Guess the hidden row of colours. After each guess you learn how many sit in the right place and how many are the right colour in the wrong place.
- Drop a seed into a column. The first to line up four across, down or diagonally wins.
- Drag the hands until the clock shows the time that is asked for, then press Check.
Controls
| Touch | Tap what you want. Drag when an activity asks you to drag. |
|---|---|
| Mouse | Click what you want, and drag with the mouse when an activity asks you to drag. |
| Keyboard | Arrow keys and Enter or Space move through menus and play each activity; letter and number keys answer where asked. P pauses, M toggles music, Esc goes back. |
| Gamepad | D-pad or left stick moves, A acts, B goes back, Y restarts the level, Start opens the menu. |












