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Twelve games built around memorising something before it disappears. Defaults live in config/games/memory.lua.
Set an option once in config/games/memory.lua to apply it server-wide, or pass it in a single call to change it just that once. Every game also accepts shared options like canCancel, title and theme.

Simon Says

Watch the grid flash tiles one by one, then click them back in the same order. Each round adds one more tile. Export: exports['awoken_minigames']:SimonSays(opts) - returns true only on a win.
Presets

Memory

Some tiles light up at once, then hide. Click the ones that were lit - order doesn’t matter. Export: exports['awoken_minigames']:Memory(opts) - returns true only on a win.
Presets
For a harder game, raise patternSize and lower memorizeTime together. A bigger grid on its own is actually easier, since the same lit tiles are spread over more space.

Memory Colors

A grid of coloured cells flashes, then hides. Before the timer runs out, pick how many cells were the colour you’re asked about. Export: exports['awoken_minigames']:MemoryColors(opts) - returns true only on a win.
Presets

Verbal Memory

A word flashes up - say whether you’ve SEEN it before or it’s NEW. Reach the target number of correct calls before you run out of strikes. Export: exports['awoken_minigames']:VerbalMemory(opts) - returns true only on a win.
Presets

The word pool

The 160 words live in config/games/memory.lua - add, remove or translate them freely. Entries are upper-cased and de-duplicated on load, so case and accidental repeats are fine.
config/games/memory.lua
Keep the pool bigger than wordsToShow, or the game runs out of fresh words and gets too easy. The 160 words that ship cover the default of 50 comfortably.
wordsToShow = 50 is a long round - drop it to 20-30 for anything players do often.

Numbered Sequence

Numbers appear briefly on random grid cells, then hide. Click the cells in order from lowest number to highest, from memory. Export: exports['awoken_minigames']:NumberedSequence(opts) - returns true only on a win.
Presets

Var Hack

Numbered blocks drift around and flash their number, then go blank. Click them in order from lowest to highest before the countdown runs out. Export: exports['awoken_minigames']:VarHack(opts) - returns true only on a win.
Presets

Pairs

Flip face-down cards two at a time to find matching pairs. Matches stay face up. Clear every pair before time (or your attempts) run out. Export: exports['awoken_minigames']:Pairs(opts) - returns true only on a win.
Presets

Recall

A path of cells lights up one after another, then hides. Click the cells back in the same order. Each round adds one more cell. Export: exports['awoken_minigames']:Recall(opts) - returns true only on a win.
Presets

Observe

A scene of coloured symbols flashes up briefly, then hides. Answer multiple-choice questions about what you saw. Export: exports['awoken_minigames']:Observe(opts) - returns true only on a win.
Presets

Tally

A grid of coloured cells flashes up briefly, then hides. Pick how many cells were the colour you’re asked about. Export: exports['awoken_minigames']:Tally(opts) - returns true only on a win.
Presets

Chroma Lock

A colour is shown, then hidden. Rebuild it from memory using the hue, saturation and lightness sliders, then submit. Export: exports['awoken_minigames']:ChromaLock(opts) - returns true only on a win.
Presets
A failed round briefly shows the target colour next to your attempt, so players can see how close they were.

Pitch Lock

A tone plays, then stops. Slide a control by ear until it matches the pitch you just heard, then submit. Export: exports['awoken_minigames']:PitchLock(opts) - returns true only on a win.
This game needs sound - it’s unplayable muted. Use a different game if you can’t be sure the player has audio.
Presets
Players get one replay per round (press R), and a failed round shows how far off they were and which way (“140 cents sharp”).