Food Chain
Tu chat, comiéndose entre sí
Todo el que juega recibe un pez con su propia foto de perfil. Un like lo alimenta y se encoge cada segundo, toques o no, así que la pecera es un indicador en vivo de quién sigue jugando. Un regalo hace algo completamente distinto: enfurece a tu pez. Se pone rojo, nada más rápido que todo lo tranquilo del agua, deja de tenerle miedo a nada y arranca pedazos de lo que atrapa. Reducido a nada a mordiscos, un pez es tragado y vuelve enseguida como un pececillo: nadie queda fuera jamás.
- 40
- peces a la vez
- 6
- peldaños de regalo
- 0
- formas de quedar eliminado
- 15
- ticks por segundo
Cómo se juega
La regla es un refrán
El pez grande se come al chico. Quien aterriza en tu transmisión a mitad de ronda entiende todo el juego en un segundo, ve que los peces llevan caras de personas y sabe que puede estar dentro.
Todos pierden, todo el tiempo
Un pez se encoge cada segundo, más rápido cuanto más grande es. Así que no hay un momento en que tocar no importe ni un espectador que solo mire: la barra bajando está en todas las caras a la vez.
Un like alimenta; un regalo caza
Crecer es gratis: likes y el plancton que flota por la pecera. Lo que cuesta dinero es volverse contra el pez de al lado. Cada peldaño enfurece, y el peldaño decide cuánto tiempo, cuánta velocidad, qué tan profundo es el mordisco y cuánto más grande que él puede ser aquel con quien busque pelea. Los dos de arriba dejan de nadar hacia sus objetivos y empiezan a atacarlos, en ráfagas cortas a ritmo de sus propias mandíbulas.
Un mordisco, no un trago
Nada desaparece en cuanto algo más grande lo toca. Una boca se lleva un pedazo, la mayor parte va al que muerde y el resto se dispersa como comida para todos — así que una pelea tiene forma, y hacen falta unos diez mordiscos para desgastar a un pez mediano. El último es el trago.
Nadie queda fuera jamás
Ser comido te cuesta tu tamaño y tu lugar, nunca tu ronda. Vuelves a ser un pececillo y a estar dentro, lo que significa que nunca se le dice a un espectador que deje de jugar — y ningún regalo puede llegar tarde.
Una corona, y cada vez pesa más
Quien sea el más grande la lleva, con un reloj. La corona le cobra más a su portador cuanto más tiempo la conserva, así que todo reinado termina y el más largo de la transmisión se queda en pantalla como lo que hay que superar.
Qué consigue un regalo
La misma escalera que cobra el servidor. Un regalo que no llega a un peldaño igualmente consigue algo.
- gratisComment
Estás en la pecera, como un pez con tu propia cara
- gratisLike
Comida. Tu pez se encoge cada segundo: este es todo el juego
- 1–4 🪙Rose
De golpe más grande, y cinco segundos de mal genio
- 5–19 🪙Finger Heart
Ocho segundos rápido y furioso: alcanzas lo que perseguías
- 20–98 🪙Perfume
Diez segundos mordiendo el doble de hondo y buscando pelea con los de tu tamaño
- 99–198 🪙Hand Hearts
Llueve comida por toda la pecera para todos, con tu nombre encima
- 199–999 🪙Sunglasses
Catorce segundos de cazador: nada puede tocarte y te enfrentas a cosas más grandes que tú
- 1,000+ 🪙Galaxy
Una ballena al instante, la corona y dieciocho segundos como lo más rápido y furioso del agua
Cómo se ve en directo
Capturas reales de rondas reales, no maquetas.




Mismo enlace, otro juego
Cambiar de juego es un ajuste, no una configuración nueva. Tu audiencia no tiene que hacer nada distinto.

Anyone who chats, likes or gifts drops into the ring as a fighter with their own name above them. Bodies collide with real momentum, bullets are the only way out, and the most knockouts takes the round.

Every other game here is played by your viewers while you watch. In this one you are the driver: you steer an open-top off-road jeep down an endless, hilly road from your phone or your computer, and your room fights over how far you get. Every like is an arrow that knocks you back, and gifts throw you back harder — a bomb, a tornado, a Galaxy's meteor — while your fans carry you on with nitro, a tailwind, a rescue helicopter and a whale's wave. When big gifts from both sides land at once, their senders face off in a beam duel, and the winner takes the jeep. The score is how far you got.

Everyone who walks into your LIVE, comments, likes, follows or sends a gift becomes a runner — one of 36 cute characters, with their name over it — racing everybody else for minutes down kilometres of winding road through town, forest, mountains and desert. Likes are speed and every gift is a burst of speed on the sender's own runner, while a broadcast camera follows the leader, the pack and whoever just paid. On your marks, set, the gun, a podium — then the next race on a new course.

Every other game here is played by your viewers while you watch. In this one you are the player: you run and jump your way up a mountain, from your phone or your computer, and everything your room sends is aimed at you. Likes blow wind across the cliff, a Rose sends a bird with the sender's face on it, a Galaxy brings a meteor down — and your fans fight back with balloons, shields, heart wings, a rescue helicopter and a rocket. Reach the flag and it counts as a win.

Comment or like and you're pulling — for whichever side is behind, so the two teams stay even without anyone picking one. A hundred people tapping is what actually moves the knot, not one person mashing harder. Six gift rungs buy six different kinds of leverage, from a grip that hauls on its own to a titan worth a dozen pairs of hands. Lose the pull and your side is walked backward off the edge of the boards.

Everyone watching gets a bird, and a like is the only input the game needs — the cheapest thing TikTok can send is the only thing it asks for. The bird flies itself and nothing can hit it; what a viewer owns is the fuel, and the tank empties every second whether they tap or not. Run dry and the bird drops out of the sky and sits on the ground until the next like lifts it — nobody is ever knocked out. Birds tire, too: the longer one stays up the heavier it gets, so even somebody tapping without pause comes down eventually and takes off again rested. There are no rounds: the flight runs as long as the stream does, and the board counts how much of it each person kept their bird in the air.

Type a side's name in chat and your fighter spawns there and walks to the seam to fight whoever's opposite. Likes charge your team's shared nuke and fire your own fighter's next shot; a hundred and fifty of them and the whole team drops one on enemy territory. Gifts buy five ranged attacks, from a bullet spray up to a nuke that shoves the border itself. Whichever side is stronger at the seam pushes it back, so the score is ground you can see, not a number nobody reads.

One word in chat puts a viewer on a side and their own face in its crowd, and from then on every like they send pushes the line between the two — heard from their side of the room and seen rising off their face. Each side ranks its own pushers, the whistle names each side's MVP, and three minutes decides it, unless one side is pushed clean off the screen first.

A like costs nothing and puts you in the pit as a bare convict; a gift climbs you up a seven-rung ladder priced off the gift's own coins, so a rung really is as much stronger as it is dearer — from bare fists to a club, a bow, a rifle, and a knight in full plate at the top. Two of the seven shoot instead of swinging, and closing the distance on them is how the fighters below them answer back. Likes bank punches rather than throwing them on the spot — a swing is an animation with a real wind-up, so a like adds to what the next blow carries, and it lands on the frame the fist or the arrow actually arrives. Nobody stands still waiting to be tapped for: fighters close, circle, give ground and trade on their own. There are no rounds — the yard opens with the stream and never closes. Going down costs you the costume, not your evening: three seconds later your next like puts you back in as a convict, or a gift brings you back at once and re-arms you on the way.

No sides and no duel: everybody who likes gets a rocket on the deck and the room shoots the same wall together. It comes down a row at a time and a round is only over when the last block of it is gone, so the finish line is real — and the next round's blocks are tougher, in new colours, against a new sky. Likes are the ammunition and they are paced rather than dumped, so a viewer tapping without pause fires without pause. Gifts buy ten seconds of being a different gun, and each rung answers a different problem the wall is giving you — never just a bigger number.

A like drops a chip with your face on it, and it falls twelve rows of pegs to whichever bucket it bounces into. The middle is where a chip most wants to land and it pays 20; the two outside buckets pay 5,000 and almost nothing gets there. Tapping harder does not send more chips — it sends heavier ones, and the number on a chip's face is what your tapping is worth when it lands. A gift does the one thing effort cannot: it decides which part of the board your chips are allowed to fall into.

Every other game here splits your chat. This one puts all of it on the same side. Everyone who taps is in the ring — no seats, no waiting — a like throws a blow, and one shared health bar says how it is going, the same picture at eight viewers and at six hundred. The boss sweeps the ring and kills whoever it hits; tap again and you are back in. Put it down and a bigger one walks in, for as long as you are live.

A hundred soldiers, fifty a side. Like and yours runs onto the field with a sword; keep tapping and it swings four times harder than one nobody is playing. A gift arms it instead: an archer, a wizard, and a king at the top, and anything too small to climb a rung sends your soldier into a rage instead. Knocked down, it is back in seconds on the same side with everything it earned. Most kills takes the field, and the three who did the most are named on it. Switch one setting and the room picks its own sides by typing a word — two named armies, and no even-ing up.