FORGE · Game Office — Project 02
Published — Forge's Second Game Release

Card Memory Game

Flip two cards, find their matching pairs, and clear the board in as few attempts as possible. Every round is reshuffled fairly — no pattern carries over from the round before, so the only thing being tested is your memory.

Difficulty

Attempts0
Pairs0/6
Time0:00
Face Up0/2
Streak×0

Pick a card to start — the timer runs from your first flip.

🎉 Board Cleared!

—
0
Final Score
Attempts0
Time0:00
Pairs0

How to Play

  1. Tap a face-down card to flip it. One attempt = two cards flipped.
  2. If the two cards show the same symbol, they stay face up and lock in as a pair.
  3. If they differ, they flip back after a short pause — memorise where they were.
  4. While two cards are showing, extra taps are ignored so a turn can't be broken.
  5. Match pairs back-to-back to build a streak — the match chime climbs in pitch with every link in the chain, and a miss resets it.
  6. The timer starts on your first flip. Clear every pair as fast and as cleanly as you can.
SCORING FORMULA (fully transparent, no hidden numbers):
Score = (Pairs × 100) + 150 neat bonus if attempts ≤ pairs × 1.5 − (extra attempts × 15) − (seconds × 2), minimum 0.
Extra attempts = attempts beyond the number of pairs. Fewer attempts + less time = a higher score.

New Material in Project 02

MATERIAL 01

Fair Shuffle (Fisher–Yates)

The board is shuffled with the Fisher–Yates algorithm: every card has an equal chance of landing in any position. Fair means no favourite spots — last round's pattern is worthless this round.

MATERIAL 02

Hidden State

The computer knows every card from the start, but the player only ever sees the ones currently face up. A memory game lives in that gap: complete information stored by the machine, remembered by the human.

MATERIAL 03

Turns & Input Locking

One turn is exactly two cards. While two cards are showing, input is locked: a third tap is ignored and matched cards can't be clicked again, so the game state can't be corrupted mid-turn.

MATERIAL 04

Timer

Time runs from the first card you flip and stops when the last pair is found. The timer is no decoration — it feeds the scoring formula, so speed and accuracy are rewarded together.

Compare Project 01 (Number Guessing): its materials were random numbers, game rules, win/lose, and score. Project 02 uses all four again, then adds the four materials above — the same foundation, a far livelier game.

Tracker — Forge Project 02