π Minigames
The TGG Minigames pack bundles 50+ games for FiveM: hacking-style challenges, memory and pattern puzzles, logic, and skill/reflex checks-ideal for heists, jobs, lockpicking, vehicle theft, and any scripted interaction that needs more than a single keypress. Full overview: Minigames - TGG.
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Frequently Asked Questions
The pack spans hacking & codebreaking, memory & pattern games, puzzle & logic, and skill & reflex challenges-from lockpicks and rhythm checks to maze, Simon-style, Wordle-style, and arcade-style games. Use Exports and Usage for the full list and exports['tgg-minigames'] examples.
Quick interaction templates such as Lockpick, Masher, Circle Click, Slider, Progress timing, Arrows, Rhythm Click, Skill bar, Pulse bar, Pin lock, Circle Zones, and Balance-tunable for difficulty and stage count. They suit unlock flows, processing, or tense timed moments.
The resource is framework-agnostic and described as plug-and-play across setups; invoke minigames from your scripts via exports (see Exports and Usage). No framework-specific bridge is required for the UI itself.
Yes. Games support adjustable difficulty, time limits, and modes such as instant fail vs penalty-style handling. Per-game defaults can be overridden in export calls and config files.
You can theme the container (backgrounds, outer UI) to match your server while in-game elements keep readable colors for clarity. All text can be localized via Lua config (exports-and-usage.md notes per-game customization).
The pack is built to stay lightweight when idle and in use; marketing benchmarks are listed on the product page. Real usage depends on concurrent players and other resources.
Typical uses: bank heists, store robberies, house break-ins, vehicle theft, ATMs, lockpicking, job tasks, police training, and any RP moment where a focused interaction fits better than a simple progress bar.
Use the /minigames-menu command to open the developer menu and try minigames (see Commands).