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⚡ Instant Shock

A quick-draw duel for up to four. Pick your target in secret, wait for the signal and fire — but firing early costs you the whole round.

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The screen is a traffic light

Every round goes through the same three lights, and they tell you exactly what to do:

The centre of the screen is not a button. It is the traffic light, and nothing else.

Firing early is worse than firing late

Firing during the red counts as jumping the gun: you lose your shot for that round and the bonus point as well. Without that punishment, hammering the button would be the dominant strategy — a 'reaction' of 120 milliseconds beats any honest human.

The server is the judge, going by which phase your shot arrives in. Reactions under 80 milliseconds are also treated as jumping the gun: nobody reacts that fast to an unpredictable signal.

How scoring works

The tactical consequence is that the most dangerous target is not always the one leading the scoreboard: it is the fastest one. Taking down whoever shoots first is what protects your own round.

Why your ping does not matter

Reaction time is measured on your own machine: it marks the instant the signal appeared on your screen and sends how many milliseconds you took. The server orders the shots by that number, not by the order the packets arrive in.

Without that, anyone with a worse connection would lose every duel without having done anything wrong — and a reflex game where the connection decides is not a reflex game.

The reveal

When the round ends, everyone turns their head toward whoever they aimed at and the shots play out in real reaction order, with each player's time in milliseconds on screen. This is the part where you find out two people had picked you — and that the slower of the two never got to fire.

Controls

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