Sports games here are arcade rather than simulation. Football, basketball, pool, bowling, golf, darts, racing on foot — the rules are the ones you know, simplified until a round fits in a couple of minutes and a newcomer can play immediately.
That simplification is the point. A simulation asks you to learn a control scheme before you can enjoy anything. These games give you one or two inputs and put the difficulty in the timing and the angle instead. You can be competent in thirty seconds and still be improving an hour later.
Several are built for two players on the same keyboard, which is rarer than it should be and worth knowing if there is someone next to you.
A realistic football game needs a controller, a tutorial and twenty minutes. None of those survive a browser tab, which is why the sports games that work here are the ones that threw the rulebook out.
What they keep is the part that was always satisfying: the arc of a shot, the moment a ball drops in, the physics of a collision. Strip away formations and stamina bars and what remains is a small act of precision repeated with variation. That holds up remarkably well.
The skill that transfers across all of them is reading angles. Pool is the obvious case, but basketball shots, golf putts and bowling lines are the same problem — predicting where something goes after it touches something else. Players who improve at one of these tend to improve at the others, which is not true of most genres.
The second skill is restraint on power. Almost every sports game here has a meter or a swing that rewards a controlled input over a maximum one, and almost every beginner uses maximum.
All run on any device. Two-player games need a keyboard; everything else works on a touchscreen.