Gun Hunt
Reflex shooter. Track the targets, keep the streak alive.
Gun Hunt Arcade
Fast-paced 30s target shooting. Aim true, neon hunter.
About Gun Hunt
Gun Hunt is a pure reaction test. Targets enter from the edges on randomised trajectories, and each one is worth more the sooner you hit it after it appears. Miss, and the streak multiplier resets to one. The whole design pushes toward a single tension: the longer you wait to be certain of a shot, the less that shot is worth, but a miss costs more than a slow hit. Good play is not about firing quickly — it is about deciding quickly.
How to play well
Targets are scored on time-to-hit, so the highest scores come from intercepting a target early in its path rather than tracking it across the screen. The multiplier is where the real points live: ten consecutive hits are worth far more than fifteen hits with two misses scattered through them. When several targets are on screen at once, take the one closest to leaving the play area first — a target that exits uncaptured breaks the streak exactly as a miss does. Most players plateau because they chase whichever target is nearest the cursor; the better habit is to read the whole field before each shot and accept that some shots are not worth taking.
How it is built
The game is a single canvas element driven by a requestAnimationFrame loop, with no engine and no asset pipeline. Target positions are integrated with a fixed timestep so movement stays identical whether your display refreshes at 60Hz or 144Hz — a variable timestep is the usual reason browser games feel different on different machines. Hit detection is a simple radius test against the pointer position, which is cheap enough that hundreds of entities cost nothing measurable. The neon look is not an image: it is layered shadowBlur passes on stroked paths, which is why the whole game weighs a few kilobytes instead of a few megabytes.
Nothing is collected
This game follows the same rule as every tool on the site. There is no account, no leaderboard server and no analytics event carrying anything about how you played. Your best score is kept by your own browser and never leaves the device — clearing site data for this domain erases it, and nobody else ever had a copy.
It also works offline once loaded, because there is nothing to load from anywhere after the first visit. That is a side effect of the same design: a game that never talks to a server has nothing to be disconnected from.