Hidden Object Game
Search an original illustrated attic for five named hidden objects.
Privacy: your files never leave your device. All processing happens locally in your browser.
How to use
- 1.Read the five-object list, then scan the fixed attic scene for the brass key, paper boat, striped sock, tiny moon, and spiral shell.
- 2.Select an object directly, or Tab into the scene and use Arrow keys plus Enter or Space to move through the accessible hotspots.
- 3.Find all five objects for exactly 1,000 points before two distinct empty selections darken the scene; Restart restores the same layout.
About Hidden Object Game
Hidden Object Game is a single-scene search puzzle set in an original after-hours attic. The entire 600 by 360 illustration is drawn locally with SVG and CSS. There is no uploaded photo, stock illustration, remote image request, random placement, or third-party game asset. The fixed scene lets every target position, hit radius, control path, and terminal rule remain transparent and reproducible.
Your list contains five things that do not belong: a brass key, a paper boat, a striped sock, a tiny moon, and a spiral shell. Their shapes are integrated into shelves, beams, boxes, and other attic details rather than shown as a separate picture quiz. The target list remains visible above the scene. When an object is found, its list entry is marked and the illustration adds a visible outline, preventing uncertainty about what the game recorded.
Pointer and touch play use the same fixed coordinate geometry. The interface converts a selection from the responsive browser rectangle back into the 600 by 360 scene. Each object has a disclosed circular radius, and the logic accepts the exact boundary. Non-finite coordinates and positions outside the scene are atomic no-ops. Selecting an already found object also returns the identical state, so double taps cannot inflate progress.
Keyboard play is complete. Tab enters the hotspot set, Arrow keys cycle forward or backward through the five objects, and Enter or Space selects the focused hotspot. Only one hotspot is in the tab order at a time, while focus movement updates the game cursor. The controls work through the same pure target transition used by direct selection. Restart and the site's shared Boss Key remain available through the standard GameShell.
The first distinct empty selection is recoverable. Empty points are stored as stable two-decimal scene-coordinate signatures, so repeating the same point does not consume another miss. A second distinct empty point deadlocks the search and freezes target selection. Restart reconstructs the exact same attic, clears the found list and misses, restores the first keyboard cursor, and resets the score.
The scoring contract is intentionally simple. Partial finds keep the displayed score at zero; locating all five objects moves directly to exactly 1,000 points. That makes the success assertion unambiguous and prevents a partially explored scene from looking complete. Completion freezes both coordinate and ID selection. A recovered run after one miss can still finish, while the separate miss count preserves what happened.
Independent tests own a separate literal geometry list rather than deriving expected centers from the production table. They verify all five centers, unique IDs, positive radii, full containment inside the scene, the exact brass-key boundary, and a point 0.01 units outside it. State tests cover repeated objects, repeated misses, first-miss recovery, two-miss deadlock, all-five completion, cursor wrapping, invalid IDs, invalid coordinates, and terminal freezing. The complete winning route is brass key, paper boat, striped sock, tiny moon, then spiral shell.
For a systematic search, read the whole object list first, scan the top beams and shelves, then move across the floor-level boxes. Compare outlines and interior marks instead of relying only on color. The tiny moon is small by design, while the paper boat and striped sock use distinctive silhouettes. Because the scene is fixed, Restart is useful for learning the layout or checking keyboard navigation under identical conditions.
This game is casual entertainment. Its score is not a standardized measure of visual attention, memory, intelligence, education, employability, or health. Display size, zoom, contrast settings, pointer accuracy, and prior familiarity with the fixed scene can change performance. The explicit geometry and testable route are quality controls for the product, not a general assessment of the player.
Methodology & sources
Draw one original 600 by 360 attic scene in local SVG and define five unique named targets with literal centers and positive circular radii fully inside the scene. Convert pointer positions to scene coordinates, use an inclusive squared-distance hit test, reject non-finite or out-of-range coordinates without mutation, and deduplicate already found targets. Store empty selections at two-decimal coordinate signatures, permit one distinct recoverable miss, deadlock on the second, award exactly 1,000 only when all five IDs are found, and freeze terminal states. Independently own the five literal geometries, test every center, the exact brass-key boundary and 0.01-unit outside point, replay the ID route, verify cursor wrapping, and assert invalid, duplicate, complete, and deadlock transitions are atomic.
Frequently asked questions
- Are the hidden objects or positions random?
- No. The 600 by 360 attic, five objects, centers, and radii are fixed original Lizely fixtures so every run is reproducible.
- What happens if I select empty space?
- The first distinct empty selection is recoverable. Repeating the identical selection is ignored, while a second distinct miss freezes the run until Restart.
- Can I complete the scene with a keyboard?
- Yes. Tab to a hotspot, use Arrow keys to cycle among all five targets, and press Enter or Space to select the focused object.
Related tools
- Visual Memory TestPractice recalling five fixed grid patterns at your own pace with explicit reveal and hide controls, touch play, and complete keyboard access.
- Memory MatchMatch six fixed symbol pairs on a deterministic twelve-card board with touch controls, complete keyboard play, and no timer pressure.
- Word SearchFind eight fully disclosed words across every compass direction with click, touch, or keyboard endpoints and an independently verified unique occurrence for each target.
- Maze GameGuide the marker through a compact winding maze using only the arrow keys, with blocked moves ignored and a score that rewards the shortest route.
- 15 PuzzlePlay the classic 15 puzzle free in your browser β slide the numbered tiles into order with your keyboard, no download or sign-up.
- 2048 GamePlay 2048 free in your browser β merge tiles with your arrow keys to reach the 2048 tile, no download or sign-up.
Mini Games guides
View all- Addition Maze Rules: How to Reach Exactly 19
- Battleships Puzzle Rules: How to Place a 3-Ship Fleet
- How to Play the Dinosaur Game in Your Browser
- How to Play 2048: Quick Start Guide for Beginners | Lizely
- How to Play 15 Puzzle in Your Browser (Quick Start)
- Dinosaur Game Strategy: Score Higher Every Run
- Master 2048 Strategy to Reach the 2048 Tile Every Time
- 15 Puzzle Strategy: Move Sequences That Solve the Board Faster
- Dinosaur Game Rules: How to Play the Chrome T-Rex Runner
- 2048 Rules Explained: How to Play and Win
- How to Play the 15 Puzzle: Rules and Winning Tips