How to Play & Tips
The rule is one sentence. The settings are where it gets interesting.
The basic rule
A fly appears somewhere in the play area. Tap or click it, and it jumps to a new random spot and starts a fresh countdown before it can jump again on its own. Every successful tap adds one point. Let the round timer run out (or play untimed) and your final score is compared against your saved personal best.
What each setting actually changes
- Timer: total round length in seconds. Set it to 0 for an untimed session that only ends when you go back to the menu — useful for practice or for just unwinding without chasing a number.
- Number of flies: how many flies are active on screen at once, from 1 up to 10. More flies means more simultaneous targets, and it changes the game from "reaction speed" to "attention split across the screen."
- Hover time: how many milliseconds a fly sits still before jumping on its own, before you've caught it. A short hover time means flies keep moving even if you're not fast enough to catch them, which raises the difficulty independently of your own catch speed.
One detail worth knowing: your hover time gets a little shorter with every catch during a round (down to a floor so it never gets impossible), which is why the game speeds up the better you're doing, even if you started on an easy setting.
Tips for a higher score
- Watch the middle of the play area, not your own cursor. Tracking where the fly lands is faster than tracking your hand moving toward it — your eyes update quicker than your muscle memory does.
- Learn the game on one fly with a long hover time first. Once tapping accurately feels automatic, shorten the hover time before adding more flies — stacking both changes at once tends to just feel chaotic rather than genuinely challenging.
- Use untimed rounds to find your ceiling. Without a timer pushing you, it's easier to notice exactly where your accuracy starts to drop, and to practice specifically around that speed.
- Keep sound on if you can. The short buzz plays right as a fly lands in a new spot, which is a half-second head start over waiting to see it move.
- With multiple flies, pick one and commit. Trying to watch all of them at once usually means reacting to none of them fast enough — track a single fly through its full jump-catch-jump cycle before your eyes move to another.
Still stuck?
Check the FAQ for common questions about scoring, saved data, and why the game might not display properly on a very small screen.