Steer a lamp-helmet diver down Silt Lane. A barnacle plate shows a number from 0 to 10. Drag the diver into the glass orb with that number and kick toward the stone chest. Pre-K and kindergarten practice identifying numbers 0-10, with Gleam points for every clean swim.
The dive starts
Silt Lane starts on its own. Tap Easy, Medium, or Hard on the iron bar. There is no Play button over the orbs.
Read the plate
The plate shows a number. The prompt says Swim to the number. Read the plate. Drag the diver into the glass orb with that number.
Swim to the number
Steer the diver onto the orb whose stamp matches the plate. A hit adds Gleam and the plate teaches That mark is the number. A miss costs a lamp.
Fill Lane to Chest light
Swim eight numbers to win, or keep going until the lamps are gone. Chest light shows your Gleam score, a rank, and Dive again.
Swim to the number
The plate shows a number. Glass orbs drift in the silt. Drag the diver into the glass orb with that number. A hit pops the orb and kicks you down the Lane. A miss recoils the diver and snuffs a lamp.
A lane toward the chest
Silt Lane starts on its own. Easy, Medium, or Hard stay on the iron bar so you can switch the pitch without a menu. Each clean swim fills Lane. Eight swims reach Chest light.
Gleam score and streak
Each hit starts at 100 Gleam and grows by 50 with a streak. Point pops fly off the diver. A miss resets the streak. The Lane gauge shows the kick toward the chest.
Difficulty that changes the skill
Easy uses numbers 0 through 5 and two slow orbs. Medium opens 0 through 10 with three orbs. Hard keeps 0 through 10, four faster orbs, and look-alike stamps such as 6 next to 9.
Silt Lane is a Pre-K and kindergarten game about identifying numbers 0-10. Kids drag a lamp-helmet diver through a volcanic silt trench and swim to the number on a glass orb. Easy stays on 0 through 5. Medium and Hard open 0 through 10 and add look-alike stamps. The skill is number recognition, not tapping a quiz card.
Numbers 0-10 in motion
Pre-K and kindergarten math asks kids to know the numerals 0 through 10. Silt Lane makes that a swim: read the plate, then Swim to the number.
A race to the chest
Each hit fills Lane. Kids feel the stone chest getting closer when the marks come fast.
Instant silt feedback
A hit pops the orb and sprays Gleam off the diver. A miss recoils. The board always uses Swim to the number, so the plate and the how-to say the same words.
Works on a finger or a mouse
Drag the diver into an orb. Touch targets stay large, and the hot orb lights up while you swim.
The plate shows a number and the orbs carry that mark plus decoys. Easy uses 0 through 5. Medium and Hard use 0 through 10. Hard also floats look-alikes such as 6 next to 9.
Each hit starts at 100 Gleam and grows by 50 with a streak. A miss resets the streak and snuffs one of three lamps.
Read the plate. Drag the diver into the glass orb whose stamp matches. If the plate shows 7, swim to 7. If it shows 10, swim to 10.
Four orbs drift at once, the current is faster, and look-alike stamps such as 6 and 9 sit next to the right mark.
Silt Lane is Pre-K and kindergarten number recognition for 0-10. Easy stays on 0 through 5. Medium and Hard open the rest of the set.
