⚡ Reflex — the quick game
Most "quick" games are twenty minutes pretending. Reflex means it: a round of pure reaction time takes seconds, a complete best-of-5 duel takes 30–40, and there is no lobby, queue, tutorial or unskippable anything between you and the start. The whole competitive loop — challenge, contest, verdict, rematch — fits in a minute.
Where the seconds go (nowhere)
Tap quick match, get an opponent, play. The pace isn't shallow, either — best-of-5 across shuffled mini-games means a quick duel still measures several skills, and the ELO it moves is the same ELO the leaderboards respect. Short-form, full-stakes.
The micro-session catalogue
Quick games are situational tools: kettle boiling (one duel), bus arriving in three minutes (four duels), "be right there" from someone who won't be (a full ranked session). The context guides map them out — 30-second games, 1-minute games, 5-minute games — but the core loop is always the same fast: open, duel, verdict, close.
How to play Reflex
- A block appears red. Both players wait — fingers hovering, nerves fraying.
- After a randomised delay it snaps to green. Tap immediately.
- Your time is measured in milliseconds from the colour change to your tap.
- Tap while it's still red and you forfeit the round — anticipation is the cardinal sin.