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Aim Trainer

How fast can you hit every target?

action🏆 Leaderboard
Developer
PLAY8
Platforms
Web browser — desktop & mobile
Price
Free to play

Targets flash across the screen — tap each one before it disappears. Every millisecond counts.

How to Play Aim Trainer

Aim Trainer is a reflex test with a scoreboard attached. Targets appear at random points on the canvas, live for a fixed number of milliseconds and then disappear on their own. Every target you hit adds points; every tap that lands on empty space, and every target that expires untouched, counts against your accuracy for the level.

Each level runs for a set amount of time rather than a set number of targets, and the verdict comes at the end of it. To advance you need at least one hit and an accuracy of sixty percent or better, measured as hits divided by everything that could have been a hit: your hits, your missed taps and the targets that timed out. Spraying taps across the canvas is therefore worse than doing nothing, because each stray tap is counted directly against you.

There are three levels and each one changes the problem rather than simply speeding it up. Level 1 gives you thirty seconds against large, stationary targets, up to three on screen at a time, each lasting nearly two seconds. Level 2 runs forty seconds, shrinks the targets, puts them in motion and allows four at once with a shorter lifespan. Level 3 is thirty seconds of the smallest targets, up to five at a time, moving faster and accelerating as they travel, with barely a second on screen each.

Controls

Tips & Strategy

Chain hits for the multiplier

Each hit is worth ten points at the base rate, but consecutive hits raise a multiplier: three in a row takes it to one and a half times, six in a row doubles it, and ten in a row triples it. One stray tap or one expired target drops you back to the base rate immediately. Because the multiplier compounds over a whole level, a patient run of twenty clean hits will out-score a frantic run of thirty hits that keeps breaking the chain.

Hit them early for the speed bonus

On top of the multiplier, every target pays a bonus for how quickly you reach it after it appears, worth up to ten extra points and fading to nothing by half a second. That doubles the value of a fast hit against a base target. The practical consequence is that you should already be moving toward the next target while your current click is landing, rather than pausing to admire the hit.

Let the doomed ones go

An expired target and a missed tap cost the same against your accuracy, but a missed tap also costs the time you spent making it. When a target is about to fade on the far side of the canvas and a fresh one has just appeared nearby, take the near one. Chasing the far one usually loses both. Deciding this quickly is most of the skill on level 3, where targets survive for barely a second.

Track ahead of a moving target

From level 2 onward targets drift, and on level 3 they pick up speed as they go. Aiming where a target is guarantees a late tap, so lead it slightly and let it arrive under your finger. Targets bounce off the edges of the play area rather than escaping, so a target heading for a wall is worth waiting on for a moment: its direction is about to become predictable.

Protect the accuracy gate on the last level

Sixty percent is the same requirement on all three levels, but it is much harder to hold when five small targets are moving at once. If your accuracy is comfortable, push for speed and the multiplier. If it is close to the line, stop taking marginal shots and take only the clean ones, because falling below sixty percent ends the run outright no matter how many points you have banked.

Global Leaderboard

A run submits one score to the global leaderboard. Clearing a level pays a fixed completion value, and those values step up sharply for each level, so reaching level 3 always outweighs an outstanding performance on level 2. Your in-level points act as a tiebreak: they are measured against a per-level ceiling and add a bonus of up to eight percent on top of that level's completion value. Fail a level and it still pays half credit on the same proportional basis.

Because this is a fixed-time game, the tiebreak is your score rather than your clock. Two players who both cleared all three levels are separated by how many points they packed into those ninety seconds of play, which is where the combo multiplier and the speed bonus decide positions.

The board keeps your personal best, so a poor attempt cannot cost you a place, and each submission is recorded on the weekly, monthly and all-time lists at once. You choose a nickname of up to sixteen characters at the end of a run. No account, no install.

Frequently Asked Questions

Is Aim Trainer free?

Yes. It runs in the browser with nothing to download or install, and posting a score to the leaderboard only asks for a nickname.

How long does a full run take?

About a hundred seconds of play if you clear everything: thirty seconds on level 1, forty on level 2 and thirty on level 3, plus the moments between levels.

What accuracy do I need to advance?

Sixty percent on every level, counting hits against your missed taps and any targets that expired, and you need at least one hit. Below that, the run ends on that level.

How is the score calculated?

Each cleared level pays a fixed value that grows with the level, plus up to eight percent more based on how close your in-level points came to that level's ceiling. A failed level pays half on the same basis.

Does missing cost me points?

It costs you the combo multiplier and it counts against the accuracy gate, but your existing points are never taken away. The damage is to what you earn afterward.

Do the targets move?

Not on level 1. From level 2 they drift across the canvas, and on level 3 they also accelerate. They bounce off the edges of the play area instead of leaving it.

Does it work with a mouse and on a phone?

Both. The game listens for pointer input, so a mouse click, a trackpad tap and a finger tap are all handled identically.

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