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.

ComponentConditionPoints
Hitany successful tap on an active target+100
Precision bonuswithin ¼ of the radius (core)+50
within ½ of the radius+30
within ¾ of the radius+15
Reaction bonushit 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 targettarget expires untapped (streak resets)−40
Stray taptap that hits nothing (streak resets)−15
Completion bonusevery 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.

Deterministic challengesServer-replayed scoresNo random tie-breaks