Tennis Rally Challenge
Endless one-button rally with a shrinking timing window.
Sixty seconds, one racket, no menus.
Quick Tennis is designed and documented but not built. Rather than show you a card that leads nowhere, this page explains what the game is intended to be and why it is not finished. The playable games are on the games page.
Quick Tennis is built around a constraint rather than a mechanic: sixty seconds, and a retry has to start in under half a second. No menu, no difficulty select, no results screen that needs dismissing. Press once and you are playing again.
That restart friction is the entire design. In a one-minute game, three seconds of menus between attempts is 5% of the play session spent not playing, and it is the difference between a game you try eleven times and a game you try twice. Everything else about Quick Tennis is ordinary; the discipline is in refusing to add anything that would slow a retry down.
A fixed clock also inverts the usual risk calculation. Survival stops mattering, because the run ends at sixty seconds regardless. What matters is throughput — how many scoring events you can fit in — which means the cautious play that keeps you alive in an endless format is actively wrong here.
A planned sixty-second score attack designed for a single short break. There is no menu, no tutorial and no loading screen between attempts, so a retry starts instantly.
Add assets/js/games/quick-tennis.js. The engine's overlay flow adds a step between runs; for this game, wire the game-over overlay's restart button to fire on any input so the sub-half-second retry target is actually met.
Because it is a length that fits into a genuine gap in someone's day, and because a fixed clock changes the strategy in an interesting way — caution stops paying, so you have to play faster than feels comfortable.
No. A difficulty menu is a screen between you and playing, which is exactly what this game is designed to avoid. The difficulty will ramp within the sixty seconds instead.
Tennis Rally Challenge has the same instant-restart character, though it runs until you miss rather than against a clock.
Endless one-button rally with a shrinking timing window.
Planned court-coverage game about movement and recovery position.
Planned minimal two-paddle game with local two-player support.