How to Play

Objective

A shape appears in the center of the screen. Slice it as close to perfectly in half as possible. Every player gets the same shape each hour — compare your precision on equal footing.

Making a Slice

Click anywhere on screen to place your first point, then click a second time to define your slice line. The line extends infinitely in both directions — you're choosing the angle and position of the slice, not a short segment.

You have 7 seconds to make each slice. The timer counts down at the top of the screen. If time runs out before you complete the slice, the round ends as a miss.

  • First click — anchors one point on the line.
  • Second click — completes the line and triggers the slice.
  • Tip — the two points define direction, so precise placement matters more than where you click.

Scoring

After each slice the two resulting pieces are measured by area. The closer your split is to 50 / 50, the higher your score. The maximum score is 100,000.

The scoring curve is steep — a slice that's 49% / 51% is still worth far less than a perfect half. Precision is everything.

  • Perfect Slice — 49.95% – 50.05%. Triggers a special flash animation and awards the maximum 100,000 points.
  • Incredible — 49% – 49.95%. Very close.
  • Great — 47% – 49%. A precise slice.
  • Good — 44% – 47%. A solid attempt.
  • Okay — 40% – 44%. Room to improve.
  • Poor — Below 40%. Try to aim closer to center.
  • Miss — Slice line didn't pass through the shape, or time ran out. Score is 0.

Daily Stats

The score screen tracks four daily stats that reset each day. The menu shows a summary with three of them:

  • Best Score — Your highest score today.
  • Rounds to Best — How many rounds it took to reach your best score today.
  • Slices to Perfect — How many rounds it took to land a Perfect Slice today. A dash means you haven't hit one yet. Shown on the score screen only.
  • Rounds Played — Total rounds you've played today.

Leaderboard

Your best score is automatically submitted to a global leaderboard. Rankings are available across three time windows: Hourly, Daily, and Weekly.

On your first submission you'll be prompted to set a display name — this is what appears next to your score. You can change it later by clicking your name in the top-right corner of the game screen.

Tips

  • A slice through the visual center of a symmetrical shape isn't always the true half — the shape's actual area distribution can be uneven depending on how it's rotated or stretched.
  • Your second click only needs to define a direction — it doesn't need to land on the shape itself.
  • Aim for your first click to be far from your second to improve the angular precision of your slice line.
  • Every player slices the same shape each hour, so use the leaderboard to see how your precision stacks up.
  • On shapes with an obvious axis of symmetry, that axis is your starting reference — then adjust based on how the shape is positioned on screen.
  • Irregular shapes (lots of vertices, uneven sides) are usually harder than shapes that look roughly circular or rectangular. Take an extra half-second to locate where the "heavy" side is before committing.
  • Don't anchor your first click on the shape itself. Placing it well outside the shape's bounds and then clicking through gives you more control over the line angle.
  • If you consistently overshoot or undershoot in one direction, check whether you're adjusting for the shape's rotation or just treating every shape as if it were axis-aligned.

Advanced Techniques

The slice line extends infinitely in both directions from the two points you click. This means you are choosing an angle and position — not a short segment. The two points define that line completely, and only their relative positions matter. Where you place them on screen affects only the precision of the angle you're defining.

Placing your two clicks as far apart as possible dramatically increases angular precision. Two clicks that are 10 pixels apart produce much more angular error than two clicks that are 300 pixels apart, because a small mouse deviation at close range translates to a large angle change. Experienced players often anchor one click near the edge of the canvas and extend their second click to the opposite side.

The visual center of a shape — the point that looks like the middle — is not the same as the centroid (the true center of mass). For convex shapes that are roughly symmetrical, they're close. For irregular shapes, elongated shapes, or shapes with a lot of vertices on one side, the centroid can be noticeably offset. Learning to estimate the centroid visually rather than the geometric center is the biggest skill gap between average and top players.

Under time pressure, the instinct is to rush the second click as soon as the first is placed. Resist this. The scoring penalty for a slightly slow but accurate slice is zero — the penalty for a fast but imprecise slice is significant. A 48/52 split that takes 5 seconds scores higher than a 46/54 split that took 2 seconds. Budget your 7 seconds: 1–2 seconds to read the shape, 1 second to commit to a line direction, then place both points deliberately.

Common Mistakes

  • Clicking too close together — Two clicks near the same spot create massive angular uncertainty. Even a tiny mouse tremor at that scale swings the line dramatically off-course.
  • Chasing the visual center on asymmetric shapes — Shapes that are wider on one end or have unequal vertex spacing shift the true centroid away from where it looks like it should be. The math doesn't care about symmetry of appearance.
  • Letting the timer rush you — Most missed slices happen in the last two seconds when a player panics and clicks anywhere. A miss scores 0. A slow but reasonable slice still scores. If you're not confident, take the time.
  • Treating every shape the same way — A wide, flat hexagon requires a different mental approach than a tall, narrow pentagon. Reset your instincts for each new shape rather than applying the same slice angle you used last round.
  • Slicing along the longest visible axis — The longest axis of a shape is not always the axis that produces a 50/50 split. For triangles, rectangles with unequal sides, and irregular polygons, the longest dimension often doesn't bisect the area evenly.