NOBODY CLICKED

About Nobody Clicked

The best web games are invisible. Someone builds a strange little browser experiment, deploys it to a random .vercel.app or .github.io URL, tells almost no one, and it sits there at zero stars. No marketplace surfaces it. No algorithm recommends it. Nobody Clicked exists to find those and feature one a day.

How the finds are chosen

A sweep runs across GitHub code search, itch.io, and Hacker News, looking for recently-deployed, web-playable games — with a bias toward the undiscovered and self-hosted over anything already on a store. An editor then picks the single most interesting one, plus a few runners-up, and writes a short note on why it’s worth your time.

Honesty

The blurbs describe why an idea is interesting — they are not reviews, and unless noted, nobody here has finished the game. Picks are chosen on their concept, craft, and novelty. If a find turns out to be broken, that’s on us; tell us and we’ll pull it.

Notes, counts, and the badge

On every game’s page you can leave a one-line note for its dev — a human reads each one before it appears anywhere or gets passed along. Play counts show up as plain counts once there are enough to mean something; we never turn them into rankings, and the editor never sees them. Featured devs get a README badge, and if a dev says yes, their game becomes playable right on its page. Everything else — the “played” checkmarks, the day streak — lives only in your browser: see it all on your page, and carry it between devices with a copy-paste code. No accounts, ever.

Not a marketplace

You can’t submit a game — the whole point is discovery, not a queue of self-promotions. No ads, no rankings, no accounts. Just a new find every day, with an RSS feed if you’d rather not visit.