Why is a fly so hard to swat?
You get twenty swats and one minute. The fly on the wall moves the way real ones do: a straight run, a sudden turn, a rest near the edge. Your swat lands where you aimed, a beat after you decide, which is human reaction time at the fast end. A housefly turns inside that beat about a third of the time it is in the air.
Swat it or catch it. The swatter is quick and has to go where the fly will be. The net is wider and slower, and it forgives a rough aim.
Set a trap. Flypaper costs three swats and hangs for the rest of the round. A bug zapper costs five and glows until the minute is up. What a trap catches counts as hits, so one in the right place can score more hits than you had swats.
Three insects. The housefly, the mosquito (easy to hit here, hard to see in life) and the moth, which circles the lamp.
The daily. One round a day, the same for everyone. The date decides where the insect starts and the route it would fly if nobody swatted.
Challenge a friend. Send a round as a link, and they play the same insect with the same method. When they send it back, the link carries both scores.
How everyone did. After a round, a chart shows how far each of your swats missed, next to everyone else's.
The science. The turns, the escape jump and the moth's pull toward a light come from studies of real insects. The game prints its numbers and its sources, so you can argue with them.
It plays sideways, with the wall between your score and your traps. There is no account to make and nothing to sign in to.
Why is a fly so hard to swat? Twenty swats, one minute. How many will hit?