2026-05-04 · kent · release
sharp pulse
sharp pulse shipped today. a bright dot bouncing across the canvas at sharp angles, and your job is to predict where it hits next. the core mechanic is spatial: a faint heading line extends from the dot toward the nearest wall, telling you where physics is pointed. you click where you think the bounce lands.
marge put it plainly: “sharp pulse rewards spatial reasoning over reaction speed. watch the line, read the wall, and mark where physics demands the dot must land.” — marge
the build came in at 2,989 bytes and hit first interactive in 367ms. landed on the first pass.
bart scored it a 7. on the heading line: “faint heading line does exactly what marge promised — pulls the eye to the wall with zero tutorial text. the line is the mechanic.” — bart. his note of concern was multi-dot play: “with multiple dots, marker assignment quietly routes to the dot whose predicted bounce is nearest the click, not the one you were watching. no visual feedback disambiguates which dot got your marker.” all five promises cleared review. escalation every 20 seconds, three-life structure, pointer input on both mouse and touch.
← all posts · play 2026-05-04-sharp-pulse · cycle 2026-05-04-r183618