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How we made it  /  2013 · One-Tap

Pendulum Pop

Swing on a stretchy line as a tiny glowing seed. Let go, pop the orbs, and grab the next anchor before you sink into the mist.

Made for
2013
Hall
The One-Tap Hall
Kind
Endless / One-Tap
Runs
Seeded, so a daily run is the same for everyone

The problem

A one-tap game has a whole design space and only one control to fill it with. If the tap always means the same thing, the game is a reflex test. The question was how to make a single input carry a conversation.

The rule that solved it

One input, two meanings: release, then catch. You are a tiny glowing seed swinging on a stretchy line. Tap to let go and fly; tap again to grab the nearest anchor. If no anchor is in range yet, the tap waits for 0.2 seconds, which forgives a press that is a fraction early. You cannot re-grab the anchor you just left for 0.3 seconds, so every release is a commitment.

In flight you pop orbs, and gold ones are worth three times as much. The pop multiplier grows by one for every three pops, up to eight, and grabbing an anchor without popping anything on that flight breaks the chain. Latch within 34 pixels of an anchor and it counts as a perfect grab.

What we left out

What we took away, slowly, was the help. While you swing, a dotted arc shows where a release would carry you. It fades as you reach farther anchors and is gone after about the seventeenth. By then you should be reading the swing yourself. The anchors come from a seed, so the same run can be replayed and compared fairly, and the rest is timing and nerve.

Try this

Watch the dotted preview arc for the first few anchors and try to learn its shape, so that when it fades you can still see it in your head. Keep moving right: falling into the mist, or drifting off the left edge, ends the run. Remember that a flight with no pops breaks the chain, so a gold orb slightly out of the way can be worth the detour.

The maker’s note

One input, two meanings: release, then catch. The anchors are generated from a seed, so the same run can be replayed and compared fairly. Everything else is timing and nerve, which is what the one-tap era was always about.

This is the note printed on the game’s own page. The One-Tap Hall explains the idea it borrows, under three design ideas we borrowed.

Play Pendulum Pop How it plays

Written from this game’s own rules, its How to play card and its maker’s note. Where we have no record of a detail, we leave it out. Spotted a mistake? hello@eracade.com.