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Thanks for these comments. The game is intended to house hundreds or even thousands of players trying to catch the pixel at the same time. This means way higher pots and shorter rounds. Hope this keeps more people coming back to try and hit the big one. I love the extensions you came up with, definately room for things like that if this gains traction.
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Really like this concept—super tight and addictive. The “lightning pixel” feels more like a fidget toy than a full game, which works great, and adding real sats gives every click actual tension.
The feedback loop is clean and fast, and I like how immediate everything feels.
How do you see the balance between pure reflex skill vs randomness over time? Should top players be consistently better, or is a bit of unpredictability part of the design?
could be cool to add light progression without breaking the simplicity—like small streak multipliers, occasional slow-mo power-ups, or tiny weekly leagues to keep people coming back.