Game rules · engine v1 · scoring v1
Precision Rush
60 seconds of moving targets. Tap them before their ring drains — closer to the centre and faster off the spawn scores more. Misses and stray taps cost you.
The run
What happens in 60 seconds
Targets spawn on a fixed field in three escalating phases: generous static targets first, then smaller drifting ones, then a fast, overlapping finale. The full sequence is generated from the match seed — identical for both players.
Phase 1 · 0–15s
Large, still targets. Build your streak.
Phase 2 · 15–35s
Smaller targets on the move.
Phase 3 · 35–57s
Fast, small, overlapping. Hold your nerve.
Scoring formula · versioned
Every point, accounted for
Integer arithmetic only — the same result on every device, every time. Changing any number below creates a new scoring version; old results never change.
| Component | Condition | Points |
|---|---|---|
| Hit | any successful tap on an active target | +100 |
| Precision bonus | within ¼ of the radius (core) | +50 |
| within ½ of the radius | +30 | |
| within ¾ of the radius | +15 | |
| Reaction bonus | hit within 350ms of spawn | +50 |
| within 550ms | +35 | |
| within 800ms | +20 | |
| within 1100ms | +10 | |
| Streak multiplier | +5% per consecutive hit, capped at +50% | ×1.00–1.50 |
| Missed target | target expires untapped (streak resets) | −40 |
| Stray tap | tap that hits nothing (streak resets) | −15 |
| Completion bonus | every target hit | +750 |
| at least 90% of targets hit | +250 |
Overlapping targets: a tap always counts for the target closest to expiring (deterministic). The running score never drops below zero. Full specification: docs/game-rules/scoring-formula.md in the public repository.
Fairness
Chance never picks the winner
The target sequence is random-looking but sealed and identical for both players — variety without advantage. Skill in accuracy, reaction and composure decides every match.