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Sometimes it increases the hit counter by one, others by two - why?
Seems to be correlated with how much time passed between two hits.
Pretty sure you get two points if you hit it quicker. So if you let the dot rotate around to get the segment the next time you miss out.
You can get more than 2 if you hit two in quick succession. I think the max is 5 (tested with blind double-clicks until I hit two in a row).
You get 5 points if you tap twice within 0.5 seconds, and 2 if the interval is within 1 second. The source code is very readable.

    this.score = this.score + (tapInterval < 500 ? 5 : tapInterval < 1000 ? 2 : 1);
Love the mechanic where the more quickly you click the next one the more points you get.

There should be a timed mode to encourage rapid clicking (i.e., score the most points within 30s or 1min).

This is well made! Easy to understand, challenging, and a hint of variable reward.
It seems possible to click when the circle intersects the shape, but still lose. I guess it's based on the centre of the circle, but feels a little frustrating to me.
I’m of the opposite opinion. The entire circle should be in for it to count. Basing it off the center feels generous.

Great little fun game though!

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Feature request:

Start the game by pressing "space" as well.

Added this :)
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> Added this :)

Doesn't work for the first game yet.

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Cool game, but the collision detection needs to work better. Currently can lose if partially touching, does not seem intuitive.
Disagree, should be within the bounds. Git gud.
It'd be more fun if you somehow got "bonus points" for reducing the time between clicks. I kept playing it safe trying to time the ball but it kind of felt like cheating!
It does give you more points if you click fast.
It took me way too many loops to figure this out. I was thinking the same as GP, someone next to me already proposed a penalty for letting it slip a loop and wanted to fork it, but this whole time the game has been ahead of us!
A half point lost per revolution would spice it up.
This is in the event handler for the tap:

    this.score = this.score + (tapInterval < 500 ? 5 : tapInterval < 1000 ? 2 : 1);
So funny I missed this behavior. Maybe the feedback then is there could be more gradations/tweaking for us slowpokes out there (especially since it appears other folks missed it as well)

Also I should have lead my original comment with kudos to the maker, didn’t mean to only leave (apparently inaccurate) critical feedback!

I think it would be neat if you could get bonus points for multiple clicks within the same arc. So like if you click right when the ball enters the arc, and there's sufficient distance left before the end of the arc, you could click again (multiple times, quickly) and get bonus points until the ball reaches the end of the arc, at which point a new arc would be generated as usual. I just think it would be fun to line up a long arc and mash the space bar for a bit.
That is how it works, I thought that was the whole point. It's a game about greed. You can either play it safe and go up 1 by 1, or go fast. The max you can get is 5 if you press immediately, seems to drop down to 1 after half a turn.

EDIT: Found the code

    (tapInterval < 500 ? 5 : tapInterval < 1000 ? 2 : 1)
So 5 points for under 0.5s, 2 points for under 1s, 1 point otherwise.
Good game, clever concept, appreciate the simplicity.
Feature request: show where the ball was on game over screen, because now it quickly resets to start position. Maybe show its "ghost" in different color or just outline.
Nice! My grandma enjoys mobile games but is, uh, let's say she's not a pro just yet. This is something she can do! Let's see if she'll enjoy it :)
Should get marginally faster every 10 clicks...
Reminds me a hamster game from back in the gay - the hamster would go in a loop.
This is a great little time waster!

Couple of recommendations, in no particular order:

1. Keep the ball moving even after you die. Instead of pressing start, the user will just click when the ball is back inside the colored area. 2. You can click anywhere to restart, but you have to click the play button to restart. You should allow the user to just click anywhere to restart. 3. When you fail, show where the ball was. 4. As for collision detection, I think you should err on being lenient and count success if the bounds of the circle overlap, rather than the center or entirely. I think this is also due to the rounded linecaps for the arc potentially not counting as part of the valid area. 5. Show where the next arc will be. This is more of a game design thing. If you do this, quick fade out of the old and fade in on the new would look nice.

I understand that this was probably a small little one off project, and that there's always more you can iterate on, so I just want to say nice job in putting out a fun little time waster!

6. Delay showing the share button. I kept clicking it accidentally after failing
Yes, but this almost seems intentionally genius at the same time.
The ryhtm should accelerate each N clicks so that the game eventually ends. Otherwise no matter how many points you get by clicking fast it's possible to accumulate the same amount by playing it safe.
It does. If you use the "autoplay" code elsewhere, it definitely starts speeding up.
Awesome work! I strongly recommend monetizing this. If this was a native iOS/Android app, you could show an interstitial ad after each Game Over and offer a small in-app purchase to remove all ads. It worked for 2048, and I believe it would work here as well!

Addictive drop-dead simplicity is repeatable recipe for success in games. I'm working towards this same strategy in my own projects, but I think you've really nailed it here!

EDIT: Whoops, I just noticed that this was based off such an app. Still, great work on the implementation!

You have to get a lucky/viral head start though, because the moment you monetize it and it proves successful you'll immediately have a bunch of clones competing from Zynga, Ketchapp, etc. That's what happened with 2048 as well as Flappy Bird.
looking forward to the trashy ripoff ads on youtube
Nothing gets a one-star/delete from me faster than grubby monetization efforts like interstitial ads. Banners below the game, removable via a one-time IAP, are one thing, but an ad that takes over the entire screen for half a minute just makes the whole game seem shabbier. Especially considering that the ads displayed are invariably horrible.
it remind me of Super Hexagon :D

You could change the dot rotation direction on each success ...

Played twice. Immediately knew that I should stop.

Great game!

This was delightful, and now I will get no work done today.