CPS Test
Test how fast you can click. The higher your CPS, the better your clicking skills.
Connect every ball to the rotating core, avoid collisions, and clear each level with precise timing.
Try different speed testing gameplay and challenge your various limits.
Test how fast you can click. The higher your CPS, the better your clicking skills.
Test your visual reaction speed. Wait for green and click as fast as you can.
Earn points, unlock automatic helpers, and grow an endless keyboard production team.
Test how fast you can press the spacebar and measure your presses per second.
Check every key on a full keyboard layout with live pressed and tested states.
Jump over cacti, duck under flying obstacles, and chase a new high score.
Coreball keeps each round quick to understand while giving you enough control and variety to sharpen precise timing over time.
Start from the canvas and launch with the same simple action. There are no setup screens between you and the next attempt.
Every level uses a deterministic setup, so the same challenge returns on every retry and success comes from better timing.
Later stages combine reversals, smooth speed changes, short pauses, and tighter gaps instead of relying on speed alone.
Set the unified game speed from 0.5× to 2.35×. The control updates immediately and your preferred pace stays saved in this browser.
Expand the game to use the available screen while keeping level selection, speed, sound, and progress controls within reach.
Unlocked levels, completion records, best times, sound preferences, and speed settings remain available after a refresh.
Launch feedback and generated tones stay enabled by default, while the music-note button controls only background music.
Mouse, touch, Space, and Enter all work with a responsive canvas designed for desktop, tablet, portrait, and landscape play.
Coreball is a timing game built around one action: launch a ball toward the rotating core. The controls are simple, but every successful shot changes the available space, so clearing a level depends on reading movement, choosing a safe gap, and keeping a steady rhythm.
The large numbered ball is the rotating core. Smaller balls already connected by rods are obstacles, while the numbered stack below the core shows the balls still waiting to launch. Attach every waiting ball without touching an existing one to clear the level.
Click or tap the canvas, or press Space or Enter, to send the next ball vertically toward the core. A shot takes only a fraction of a second, so judge where the rotating pins will be when the ball arrives rather than where they are when you press.
Look for the widest empty arc around the core and wait until it approaches the launch line. Early in a level, several gaps may be safe. As more balls attach, focus on the center of an opening instead of trying to squeeze a shot close to either edge.
The game compares the real distance between the launched ball and every attached ball. If their visible circles overlap, the level fails. Rods do not cause collisions; only the small balls at their ends block a shot.
The balls below the launch line are numbered in firing order. On smaller screens only part of the queue is drawn, and a + number shows how many additional balls remain. The queue updates immediately after each successful attachment.
Levels 1–20 establish the basic rhythm. Later stages introduce direction warnings, smooth speed variation, acceleration, and short pauses. A reversal is deferred while a ball is in flight, so the core will not change direction midway through a committed shot.
The speed slider sets the unified game speed from 0.5× to 2.35× while preserving direction changes, pauses, and rhythm patterns. The first clear of each new level also raises the saved speed by 0.1× until it reaches the 2.35× limit.
After a collision, a short canvas animation plays and the same level returns to its ready state. After a clear, the next level unlocks automatically. You can reopen the level selector at any time to replay an unlocked challenge.
Find quick answers about controls, level behavior, speed settings, sound, fullscreen play, and saved progress.
Launch all waiting balls successfully. A ball succeeds when it reaches the outer ring without colliding with an attached ball.
The launched ball touched another attached ball. The collision check uses the distance between the two ball centers, adjusted to match the visual ball size.
Yes. Your highest unlocked level, best completed level, sound setting, total launches, total failures, and best level times are saved in localStorage on this browser.
You can replay any unlocked level. Locked levels become available after you clear the previous level.
Difficulty grows through more attached pins, a longer launch queue, faster rotation rhythm, direction changes, speed variation, acceleration, pauses, and tighter available gaps. The first clear of each new level also raises your saved game speed by 0.1× until it reaches 2.35×.
Initial pins increase from 3 to 6, waiting balls from 4 to 8, and base rotation from 0.72 to 1.18. Levels begin switching between clockwise and counterclockwise layouts from Level 4, but the direction does not change during a round.
Initial pins increase from 6 to 9, waiting balls from 8 to 11, and base rotation from 1.22 to 1.58. Starting angles gain slight fixed variation after Level 12, while clockwise and counterclockwise starting directions continue to alternate.
Levels contain 7–10 initial pins and 9–12 waiting balls, with base speed between 1.27 and 1.67. The core reverses roughly every 3.9–4.6 seconds and shows a short warning before changing direction.
Levels contain 9–11 initial pins and 10–14 waiting balls, with base speed between 1.53 and 1.93. Smooth speed waves and gradual acceleration or deceleration are added on top of periodic reversals.
Levels contain 10–11 initial pins and 12–14 waiting balls, with base speed between 1.79 and 2.09. The core can pause for about 323–481ms every 4.1–5.4 seconds while reversals and variable speed remain active.
Levels contain 11–13 initial pins and 14–16 waiting balls, with base speed between 2.05 and 2.35. Faster reversals, more frequent pauses, stronger speed variation, acceleration, and crowded layouts are combined.
Note: Levels 21–80 use fixed seeded configurations. An individual value can dip slightly between neighboring levels, but the overall number of active mechanics and required placements increases by difficulty band. A smaller collision-padding value is slightly more forgiving; the main late-game difficulty comes from ball count, spacing, reversals, pauses, and speed changes.
Tap or click the canvas while the level is ready. After a collision, the game shows a short feedback animation and automatically returns to the ready state so you can tap again.
Use a mouse click, screen tap, Space, or Enter to launch. Press R to restart the current level and Escape to pause or continue.
The slider sets the game's single adjustable speed from 0.5× to 2.35×. Each newly cleared level adds 0.1× automatically until the same 2.35× limit, while direction changes, pauses, and rhythm patterns continue to work normally.
No. Each level uses a fixed deterministic configuration, so its starting pins and challenge settings remain consistent between attempts and page refreshes.
Yes. The current round pauses when the tab becomes hidden, the window loses focus, or a game dialog opens. Returning to the page does not launch a ball automatically.
Yes. The level selector remains available inside fullscreen mode. Opening it pauses an active round until you choose a level or close the selector.
Yes. The music-note button only controls background music, and the preference is saved locally. Launch feedback remains enabled by default.
Yes. The canvas and controls adapt to smaller screens, portrait and landscape layouts, touch input, high-density displays, and supported mobile fullscreen modes.
Unlocked levels can be replayed at any time.
This clears unlocked levels, best times, launch totals, failure totals, and sound preference for Coreball on this browser.