Bahasa Melayu
🌿 Tenang Shelf 12 games🏁 Pecut Shelf 58 games🥊 Gaduh Shelf 16 games🛡️ Kepung Shelf 18 games🧩 Teka Shelf 22 games🃏 Ingat Shelf 30 games👾 Arkad Shelf 56 games🌿 Tenang Shelf 12 games🏁 Pecut Shelf 58 games🥊 Gaduh Shelf 16 games🛡️ Kepung Shelf 18 games🧩 Teka Shelf 22 games🃏 Ingat Shelf 30 games👾 Arkad Shelf 56 games
NyalaPlay › Glossary
Glossary

The working vocabulary

If a word on this site is unclear, it belongs here. Tell us and it gets added.

Shelf

One of seven promises about the shape of a session. A game belongs to exactly one shelf, chosen by its strongest tag, so the shelves never duplicate each other.

Pack

A cross-cutting bundle that ignores shelves: length, number of players, or stamina. A game can sit in a shelf and two packs at once.

Sticker

The small rotated label on a card. It carries one fact only — the shelf, a new flag, or a rank — never two.

Canvas

The bare playable frame, without the site around it. Used by the in-page player and, on request, opened directly.

Daily

Five games chosen by date. The roll resets at midnight Malaysia time and never repeats a set within a fortnight.

Cup

A themed run of four games scored together. The cup is a format, not a competition: nothing is uploaded anywhere.

Badge

A decorative marker for a pattern of play — finishing a shelf, or clearing a cup. Stored in the browser, never on a server.

First ten seconds

The only test that matters when sorting the catalogue. If the player does not understand the goal by second ten, the game is filed as harder.

One-thumb

A layout where every target sits inside the lower half of the screen when held vertically.

Cold start

Opening a game on a device that has never cached it. Our catalogue is built to be playable within one second of a cold start on 4G.

Round

One complete attempt from start to a win, loss, or timer stop.

Run

A sequence of rounds inside an endless game, ending only when you choose to stop or finally lose.

Warm-up shelf

The shelf we recommend opening before anything demanding: short, forgiving, and quick to abandon.

Frame budget

1000/60 milliseconds per rendered frame. Games that cannot hold 60 on a mid-range phone are listed with a note.

Ghost input

A stray tap that arrives after a round has ended. Good games swallow these; ours are tested for it.

Share card

A local image of your result, generated in the browser. Nothing leaves the device unless you copy it yourself.

Split attention

Play that survives a conversation. A good sign for a game in the Kopitiam pack.

Shelf drift

The slow migration of your taste from one shelf to another over months. It is the most useful thing your play history can tell you.

Quiet failure

Losing without being told loudly. Preferred in the Tenang shelf, where the point is to keep playing.

Loop length

The time between two identical decisions. Short loops suit phones; long loops suit a desk.

Catalogue floor

The weakest game we still keep. Publicly stated at a rating of 4.0 so the floor is honest.

Reading pass

A review method: play once without notes, then again writing down everything the game taught you.

Browser-only

No app, no store, no install prompt. The entire arcade is HTML, CSS and JavaScript.

Two-language rule

Every page exists twice, in English and Bahasa Melayu, with matching addresses and no machine translation.

Terms listed

  • Shelf1
  • Pack2
  • Sticker3
  • Canvas4
  • Daily5
  • Cup6
  • Badge7
  • First ten seconds8