I can stop time. Let's see if you can too.
On Medium and Hard the clock disappears mid-round, so you have to feel the time in your head. There's a new daily challenge with a shared leaderboard every day.
Your nickname and color show up on leaderboards and in challenges. You can change them anytime in the "Me" tab.
No pressure: you can guest.
One target for everyone, Medium difficulty, 3 tries a day. The total of your 3 tries goes on the leaderboard. You can buy bonus tries: they count toward your best, coins and missions, but not the leaderboard.
Your name on the boards: ·
No rounds yet. Each round shows up here with how far off you were and your score.
Loading the leaderboard…
Install the game like an app and open it with one tap from your home screen.
Spend them on: an extra daily challenge try (25), continuing after a strikeout in Survival (50), character gear and clock faces.
Real-money purchases are coming with the app version. Prices shown are examples.
Your code: ——
A friend who joins with your link and plays gets 100 coins, and so do you.
No friends yet.
After a practice round, tap "Challenge a friend". Your friend gets the same target, and you'll see here who stopped closer.
Signing in with the game owner's Google account opens the admin page.
Version 2.4.1
To improve the game we collect basic usage data: when you visit, how much you play, your device and browser type, and your time zone. We never collect your location.
The numbers that tell whether the game loop works. Each row shows how many out of how many. Return after N days counts only players whose day N has already ended.
Only you can see this page, as the owner. Data updates live.
How many players from each join day came back exactly 1, 3 and 7 days later. Goal: 30% next day and 10% after a week.
Not enough data yet.
New players since version 2.1: how many reached each step on their first visit. From version 2.3.5 there is no nickname window, so the step after the tutorial is "kept playing to round 4".
D1 counts only players whose join day has ended. Observational comparison, not a controlled experiment.
New players whose first visit has ended (no activity for 30 minutes).
Hypothesis: players replay more after a near miss than after an ordinary miss. If not, the result moment needs strengthening.
Players who have not come back for 3+ days: how many rounds in total they played before stopping.
Each step and how many got there from the previous step. Opened → played shows landing friction; played → rematch shows how strong the rivalry is.
How many players tried each mode at least once, and what the tips did.
Counted from version 2.3.1 on.
How many times each thing happened, and how many players did it at least once. Counted from version 2 on.
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The closer you stop to the target, the faster your score climbs. Hitting the exact hundredth is worth 1,000 points. With the clock visible the whole time, anything more than 0.20 seconds off scores nothing:
When the clock vanishes, the window grows with how long you can't see it. On a 10-second target on Hard, you still score even when you're more than a second off. A bullseye still takes the exact hundredth.
Scores are multiplied by difficulty (Easy ×1, Medium ×1.5, Hard ×2) and target length (3 seconds ×1 up to 10 seconds ×1.5). Every close stop in a row adds another 10%, up to ×2.
Time is measured from the exact moment of your tap, not from what's drawn on screen, so your screen's refresh rate doesn't affect the result.
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