Cool Down

Defuse an everyday conflict by choosing the calming strategy that fits it. Each move then needs time to recharge, so the more heated scenes need a well-planned sequence.

Was this fun?
How to play

Each round is one of ten everyday peer conflicts, from two hands on the last blue marker to an older kid pushing your friend around at the bus stop. A tension meter starts between 2 and 6, and you bring it to zero by picking moves from a wheel of six calming strategies.

Every conflict has two or three moves that genuinely fit it. The best fit cuts tension by 2 and the other fits cut it by 1. Any other move does nothing and counts as wasted, but it still uses up a turn and still goes on cooldown. Tension never rises, so you can't lose; you can only waste moves.

A worked example

Standing Up Safely starts at the maximum tension of 6: an older kid keeps pushing your friend around at the bus stop. Only two moves fit: Get Help, the best fit (−2), and Take Space (−1). Both need two other moves before they can be used again.

Get Help takes tension from 6 to 4, and Take Space takes it to 3. Now both are recharging, and nothing else on the wheel fits, so the third move has to be a wasted one. Talk It Out will do. Then Get Help is ready again (3 → 1), and so is Take Space (1 → 0). That is five moves with one wasted, for 710 points. No order of moves does better, so this is the one scene where a perfect 760 is impossible. Its takeaway is that some problems are too big to handle alone.

Controls
Tips & strategy
What you'll learn

Cool Down turns conflict-resolution practice into a sequencing puzzle with cooldown timers.

Origins

The wheel collects skills taught in social–emotional learning programmes. The approach began in the 1960s at Yale's Child Study Center, and the Collaborative for Academic, Social, and Emotional Learning (CASEL) was founded in 1994 to promote it.

Talk It Out's calm "I feel…" line is an I-message, a term coined in the 1960s by the psychologist Thomas Gordon. He taught it alongside active listening in Parent Effectiveness Training, a course he began in 1962 and turned into a book in 1970. Get Help is the children's version of mediation, in which a neutral third party helps both sides reach an agreement.

The recharge timer comes from video games, where a cooldown is the wait after using an ability before it can be used again. Games use it for balance, so that less powerful abilities stay relevant. Here it keeps one move from becoming the answer to everything.

That matches how psychologists describe emotional self-regulation. The process model sorts calming strategies by the point at which they act: choosing or changing the situation, shifting attention, reappraising what it means, or damping the reaction itself. Different situations call for different strategies, so a single technique that worked everywhere would mean the scenarios were too easy.

About Cool Down

Cool Down is an original, free browser game built for PlayPendium. Its ten scenes are ordinary disagreements about sharing, teasing, mistakes and being left out, and every move on the wheel is a constructive, non-violent choice. Each resolved conflict ends with a one-line takeaway, such as "Ask and listen before you decide what happened."

A free, original browser game on PlayPendium. No download, no install.

PlayPendium
About this game ↓
PlayPendium · About · Contact · Privacy · Terms · Cookies · Accessibility · Copyright · Browse all games · Classic arcade games · © 2026