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Time

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A test of your internal clock: watch five durations, then recreate each from memory. A score measures the gap, solo or against friends on the same pulses.

GAME PREVIEW

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Time

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At a glance

Platforms
Web

What is Time?

Time is a duration memory game published by Dialed, which runs it alongside Color, Color-Toon, Sound, Shape, Pattern and Tempo in the same browser suite. A run is five rounds. Each round shows one pulse of a given length, then hands control back and asks for that same length again: hold a button down and release it when the interval feels finished. Nothing counts for you, and the Dialed games index puts the pitch plainly, feel how long a moment lasts, then reproduce it exactly, no counting. Two difficulties are on offer. Easy keeps visual hints on screen, Hard switches them off and draws from a wider range of durations. Scoring is proportional rather than absolute, so a percentage miss costs the same whether the target was short or long. Where the rest of the suite tests hue, pitch, shape or rhythm, this one isolates the internal clock.

How to play

  1. Choose Easy or Hard, enter your initials, and start a run of five rounds.
  2. Watch the pulse that opens the round and register its length instead of counting seconds off in your head.
  3. Hold the button down for your answer and release it the moment the interval feels the same length.
  4. Work through all five rounds, each worth up to ten points, for a total out of 50.
  5. Read the breakdown at the end, which lists every round with its score to two decimals.
  6. Post the total under your initials, or share a challenge link so friends face the same pulses.

Why play Time?

For anyone curious how far their sense of a second has drifted, this is the cheapest answer going: five rounds, a minute or two, and a total out of 50 that flatters nobody. The log-ratio curve is harsh in a useful way, since a 20 percent miss lands near six points out of ten whatever the target was. Skip it if you want something to solve, because there is nothing to deduce here, only a body clock to calibrate. Head-counters should go straight to Hard, where the visual hints come off and the habit stops helping.

Reading the feedback

Every round returns a score out of ten to two decimals, and the five add up to a total out of 50. The gap is measured proportionally: your duration divided by the target, the log of that ratio, then a Gaussian curve, which makes an overshoot and an undershoot of the same percentage cost exactly the same. The published reference puts a 5 percent error at 9.72 on Easy and 9.63 on Hard, 20 percent at 6.71 and 5.88, and 50 percent at 1.39 and 0.72. A written verdict lands next to the number, rarely a kind one. In multiplayer the closest match wins.

Modes

Solo
Five rounds on your own, played on Easy with visual hints or on Hard without them and with a wider spread of durations. Each difficulty keeps its own high-score table alongside the daily one.
Daily
The same five durations for everyone that day, one attempt, and a countdown next to the date showing how long is left before the reset. A bonus play unlocks in exchange for watching an ad, and that second try closes the day.
Multiplayer
Create and copy a game link so friends face the same pulses whenever they get round to it. Closest match wins, the page adds that there is nowhere to hide, and a single set can score up to 50 players.
Live game
Host a round played in real time on a shared timer. The host picks Easy or Hard and a round count of 1, 3, 5 or a custom number, invites players by link, and decides when to start.

Tips & strategy

  • Error is measured as a ratio, so the scoring page's own example holds: 200 ms late on a 500 ms target is a far worse miss than 200 ms late on a 3000 ms target. Slow down on the short pulses.
  • Long and short cost the same. Being 20 percent over is worth exactly what 20 percent under is worth, so there is no safe direction to lean.
  • The curve is flat near a perfect match. An error of 5 percent still scores 9.72 on Easy, so chasing the last few milliseconds buys little, while a 25 percent miss cuts the round to about half.
  • Hard removes the visual hints and widens the spread of durations, so learn the feel of an interval on Easy before switching boards.
  • The release is what gets measured, so keep the finger steady on the way down. The scoring page says the flat top of the curve exists to absorb exactly that button-release jitter.
  • The daily allows one attempt at the same five durations everyone else gets, so take a practice run on Easy or Hard first and arrive warm.

Popular questions

Do I need an account?

No. Time runs in the browser with no signup and no download, and players are identified by three initials. Signing in is optional and keeps daily stats across devices: streaks, score averages and best ranks.

How is a round scored?

Each of the five rounds is worth up to ten points, for a maximum of 50. The points come from the ratio between your duration and the target, not from the raw millisecond gap, so the same percentage error scores the same on a short target as on a long one.

What changes between Easy and Hard?

Easy keeps visual hints on screen and Hard turns them off. Hard also draws on a wider range of durations and uses a steeper scoring curve, so an identical percentage error is worth fewer points.

How many goes do I get at the daily?

One, plus a bonus play that unlocks by watching an ad. After that second attempt the game sends you back the next day, and a countdown beside the date shows when the puzzle resets.

Is it free?

Yes. The game is free in the browser, carries advertising on the page, and gates the daily bonus play behind an ad. No paid tier is offered.

Can I play against friends?

Yes, in two ways. A challenge link lets everyone run the same pulses in their own time, and a live game puts players on a shared timer with a difficulty and round count chosen by the host.

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