

Soup's Up
Quick jobs in a busy restaurant kitchen


Spell Panic is a run of tiny lessons at a magic school after dark, each one word and a few seconds long: trace a rune, stir the cauldron, find the rabbit under the hats. Get one wrong and the spell bounces back on the apprentice; lose all three wands and the report card comes out. Twelve quick spells, a FINAL EXAM every eighth spell and titles from Broom Sweeper to Grand Wizard.
Did you like Spell Panic?
Spell Panic takes place at a school of magic at night, and the newest pupil is a tiny apprentice under a very large hat. Every class wants a spell, and every spell gets a few seconds. Between classes a cloud of glittering purple smoke fills the screen, and out of it comes a small sign for the class, one big word, a hand showing what to do and a fuse along the top. Cast it right and something lovely happens: a rock on a stool turns into a cake, a toad becomes a squeaky rubber duck. Cast it wrong and the spell comes straight back: for a moment the apprentice is a frog, the hat fizzes with harmless sparks or the apprentice sees stars.
There are twelve spells, one for each class. CAST! traces a glowing rune on the board, STIR! circles the cauldron until the soup turns from swamp to gold, and SHUFFLE! follows three hats as they swap places to find the one with the rabbit. GROW! mashes a beanstalk up into the golden band without sending it through the greenhouse roof, BREW! pours the bottles into the pot in the order on the recipe card, and ZAP! swipes lightning through hopping toads but never the kittens. SNEAK! draws a path through the library past a sleeping dragon, FLY! kicks a broom up through rings of stars, and FLOAT! keeps the teacher's teacup inside a drifting band. You trace, circle, tap, mash, drag, swipe, hold and rub, and the first spells are the easiest ones.
A run is endless and lasts until all three star-tipped wands are spent, one for every spell that goes wrong. The pace creeps up spell by spell, with a HURRY! sign every five spells, up to about twice the speed. Every eighth spell is the FINAL EXAM: the teacher, a huge cat in spectacles, holds up three runes, four later on, to trace one after another, and if time runs out, the teacher only sighs, very kindly. Pass and it is TOP MARKS!: a new title, from Broom Sweeper to First Year, Apprentice and on to Grand Wizard, and a lost wand comes back. The REPORT CARD shows the spell you reached, your best spell, the spells cast and your title. Your best spell is saved in your browser, and every spell you have met waits in the SPELL BOOK to be practised on its own.
Most spells in Spell Panic are traced or timed, not rushed. On CAST! keep to the glowing line at an easy pace; a small wobble is forgiven. STIR! wants five full turns in one direction, as stirring back undoes them. GROW! keeps rising after each tap, so stop just below the golden band and let it coast in. SHUFFLE! only takes your pick once the hats stand still, so follow the rabbit's hat with your eyes. On ZAP! tap the toads one by one rather than sweeping past a kitten; there are always spare toads. FREEZE! is a single tap, the moment every imp is up in the frosty band together.
FLOAT! is won by lasting: short holds keep the teacup in the drifting band until time runs out. The hand under the word shows the move, from a tap to a traced line. The first three spells are always CAST!, GROW!, SHUFFLE! or STIR!; after that the pace creeps up every spell, with a HURRY! sign every five, until it holds at about twice the start from spell 46. Every eighth spell is the FINAL EXAM, so trace steadily rather than fast. Pass it and a spent wand comes back. The SPELL BOOK lets you practise any spell you have met.
Yes. Spell Panic is free to play in your browser on Kiloo. There is nothing to download, no account to make and nothing to buy. Your best spell and the spells you have met are saved in the browser on this device, so they are there for your next lesson.
Yes, upright or sideways. Every spell is cast with one finger: trace, circle, tap, tap fast, drag, swipe, hold or rub, as the hand before each spell shows. On a computer the mouse does the same, with the button held down to trace or stir. Space or Enter presses OPEN THE BOOK and RESIT, P or Esc pauses and M mutes.
Every eighth spell the teacher holds up runes to trace one after another: three at first, four from spell 24, with a little more time for the fourth. Each rune earns a gold star. Pass for TOP MARKS!, the next title up to Grand Wizard at spell 56, and a spent wand back; if time runs out the teacher only sighs, but a wand is spent.
Nothing is lost. A rune keeps everything you have drawn, so put your finger back where you stopped and carry on, on CAST! and in the FINAL EXAM alike. What breaks a spell is drawing away from the line: a moment off it is forgiven, but about a third of a second off it and the rune cracks.
Five seconds, one word, don't drop it.


Quick jobs in a busy restaurant kitchen


Farm chores against the clock, a few seconds each


A whole sports day, one event every few seconds


Room service for friendly monsters, seconds at a time


A hectic beach day, a few seconds at a time


From bed to the bus, a few seconds a job


Tiny office jobs, floor by floor


Tiny space missions where nothing stops drifting


Quick jobs on a rolling pirate ship

Run, jump, slide, don't stop

Tuck, carve, send it

Aim, fire, pop the tub clean

Drop, match, grow the melon

Hop the road, dodge the train, ride the log

Feed the koi, grow the pond

One tap. Golden every time.

Catch the comets, dodge the rocks

Low gravity, long jumps

Outlast the horde until dawn
Spell Panic
Quick spells at a magic school after dark