Targets pop up one at a time and you have 30 seconds to hit as many as you can. Each hit is worth 10 points plus a speed bonus of up to 50 for a fast reaction. Clicking empty space or letting a target expire costs you 5 points. Every 5 hits the targets get smaller and vanish sooner, so the pressure keeps building.
Every hit is worth a flat 10 points plus a speed bonus of up to 50, so a fast hit can be worth six times a slow one. That single design decision means the game is not really about how many targets you can hit in 30 seconds, it is about how quickly you can hit each one. Two players who both clear the same number of targets can finish with very different scores.
The penalties pull the other way. A click on empty space or a target that vanishes unhit costs 5 points, so flailing at the screen is expensive. Every 5 hits the targets shrink and expire sooner, which is why a good run gets harder as it goes rather than settling into a rhythm.
10 points plus a speed bonus of up to 50, so the fastest hits are worth up to 60 and slow ones only 10.
Clicking empty space or letting a target expire unhit, both of which cost 5 points.
Every 5 hits the targets get smaller and disappear sooner. The round is always 30 seconds.
-FAQ