Match the game to the break
A short break has a real ending, while a game may offer no natural stopping point. Before starting, consider whether you want a quick attempt, a small puzzle or progress through a longer level. A title with an immediate restart can be easy to enter, but it can also encourage another attempt long after the available time has passed.
Choose the session shape before chasing the most exciting thumbnail. A five-minute opening is different from a twenty-minute period in which you can learn a mechanic. Knowing the available time helps you select a useful objective and reduces the temptation to rush a game that needs more explanation than the break allows.
Check pause and progress behaviour
Look for the pause control and read whether progress is saved. Some games preserve a completed stage, while a live run may end when you leave. Do not assume a browser tab will retain everything indefinitely. If the title has an account or save feature, use its documented behaviour rather than relying on the page remaining open in the background.

A clear stopping point can be more useful than a large amount of content. One completed puzzle or a short group of runs may suit the break better than the beginning of a long campaign. Check how to exit before play becomes demanding. That small preparation lets the game remain a leisure choice instead of creating pressure to continue.
Choose controls that fit the device
A game requiring arrow keys is a poor choice when you only have a phone and no supported touch mode. A pointer-heavy puzzle may be awkward on a small screen even when it loads correctly. Read the control information first. The web page being accessible does not guarantee that every input method has been implemented.
Begin with a simple action to confirm focus and response. If the game expects a different device, choose another title rather than spending the entire break forcing a workaround. A comfortable supported control scheme leaves more of the available time for play. It also avoids interpreting a compatibility problem as evidence that you are simply bad at the game.
Read beyond the promotional image
A thumbnail shows a selected moment, not the rhythm of an ordinary session. Look for a concise description of the rules, level structure and intended controls. A game may appear fast while asking for patient planning, or look minimal while demanding repeated precision. Choose according to the decisions you enjoy rather than the amount of colour in the artwork.

If available, use the opening or tutorial to test whether the presentation is readable. Notice text size, contrast, sound controls and the clarity of hazards. These details influence the experience more directly than a broad claim that a game is addictive or relaxing. Your own comfortable response to the actual interface is the useful information.
End the session deliberately
Set a stopping condition that belongs to your time rather than the game's reward loop. It might be one level, a small set of attempts or the end of the break itself. A personal best is enjoyable but unreliable as an exit plan. Waiting until a run finally feels satisfying can turn a short pause into an open-ended pursuit.
Keep a small list of games that work well in different circumstances: a quiet puzzle, a quick precision challenge and a longer title for another occasion. You do not need to rank them universally. A good short-break game is one whose controls, pace and stopping point fit the moment in which you are choosing to play.
Further reading: MDN: implementing game control mechanisms


