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Shoppers queue at the checkouts. Tap a register to work it — she rings its line through for as long as she stands there.

Games

Experdize Supermarket

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How to play: you are the only member of staff on the floor, and everything happens because you sent her to do it. Shoppers come in through the sliding doors, browse the produce stands and join the shortest checkout queue — and a lane only rings baskets through while somebody is standing behind its till. Tap a register to put her on it; she serves that lane's queue for as long as she stands there, so the whole of level 1 is reading the two queues and switching lanes at the right moment. Every waiting shopper is losing patience, and the bar over their heads is what you are really playing against: it goes back to full green the moment their checkout starts, and the tip on their basket is what was left of their mood when it did — a shopper served fast pays close to half as much again. From level 2 the produce stands run down as shoppers fill their baskets: when a pile runs low the STOCK pallet by the left wall flashes — tap it, then tap the stand, and she fetches a crate over and fills it. A shopper stood at an empty shelf is the fastest-draining wait in the shop. Level 2 is also when a HELP WANTED — SECURITY GUARD notice goes up beside the OFFICE door in the left wall; nobody has answered it yet. Level 3 puts a second stand on the clock and starts the spills: tap the MOP in the far corner, then the spill, before somebody slips on it and storms out — and take the mop back when the floor is clean. Level 3 is also where the shoplifting starts. A shopper who has paid walks out past the tills, through the security scanners and out of the sliding EXIT doors at the end of the row — and if they have something in their pocket the gate catches them: the beacons go red and flash, and a red ring appears round the shopper who set it off. Tap that shopper and she leaves her till and runs them down; reach them before they are through the doors and the goods come back, with a small bounty on top. Let them out and the value of what they took comes off your takings — the only thing in the shop that takes money back off the till rather than failing to put it on, which is what makes leaving a lane for it worth doing. The higher the level, the more of them try it. Level 3 is also when the notice is answered: two applicants knock at the OFFICE door in the left wall, and tapping the office sends her over to see them in. Nobody is hired on the spot — she takes their details, thanks them and tells them they will be contacted — so what the errand is worth is what it saves you: an applicant left standing at the door until they give up breaks your streak. Level 4 has every lane open, all three stands, the spills and the thieves, and the notice is down: the post has been filled off that shortlist and nobody else knocks. Level 5 adds the washroom — while its sign reads NEEDS CLEANING every queue in the shop drains faster, so mop it early — and the new SECURITY GUARD is on the floor from the opening bell, SECURITY across the back of their shirt, watching the way out from beside it: when you tap a thief the scanner has flagged, they run them down instead of her, so the alarm no longer costs you a lane. Every errand is paid for in baskets not being scanned, which is the whole game: the walk speed never changes, only how much of the shop is asking for her. Everything you can send her to is ringed and flashing, and the faster it flashes the worse the wait behind it — so the floor can be ranked at a glance without reading a single bar. The shop opens quiet and fills as the level wears on, so bank what you can early. Three walkouts and the level is over. Make the target before the clock runs out and you take the next level — five levels and the game is won.

Added 15 Aug 2026Updated 21 Aug 2026