What Does the Guest See? One Game from Start to Finish

Published · Updated

From the moment you choose Run as Digital Reflex Challenge, the screen belongs to the guests. A match passes through five screens: Welcome, Input Form, Game, Thank You and Matches. Then it returns to the Welcome screen. This article explains what the guest sees on each screen, how one screen leads to the next, and what happens when the screen is left idle.


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In short
  1. On the Welcome screen, touching anywhere on the screen starts the game.
  2. The input form only appears if Session → Survey is on and the form has at least one field. The form can be asked before or after the game.
  3. On the Game screen, squares light up in the two players' colors. When a lit square is hit, the point is written to the owner of that color; when time runs out, the one with more points wins.
  4. If the scores are equal, overtime is played and the first hit ends the match. Then the result screen and the match list follow.
  5. If the screen is not touched for a long time, the game returns to the Welcome screen. Event Settings → Kiosk → Session Timeout sets this time.

The screens in order


Screen 1 · Welcome

This is the first screen shown when the game opens. The default texts: Reflex duel at the top, the title Fastest hands win, the subtitle Grab a friend. Hit your own colour. and the Touch to start button. Touching anywhere on the screen starts the game; even if you hide the button, a touch still starts the game.

The trophy icon at the top left takes the guest to the match list; it does not start a game. You set the trophy icon's place, or hide it, in the Game Screens → Call to Action tab.

The inactivity timeout does not run on this screen; the screen stays open until guests arrive. If a match was left unfinished in the previous game, it is closed when this screen opens and does not enter the match list.

Screen 2 · Input Form

The screen shows two cards side by side: the left one is for Player 1, the right one for Player 2. Each player fills in their own card and presses I'm ready. When both are ready, the game starts by itself. Which fields the card asks for comes from the Session → Survey tab; by default only the name is asked.

If Disclaimer is on, each card has a consent checkbox, and the I'm ready button does not work until the box is checked. The Cancel button at the bottom center cancels the game and returns to the Welcome screen.

Details: the article How to Collect Names and Consent from Players?

Screen 3 · Game

A grid of squares sits in the middle, with a player panel on either side. The panel shows the player's name and score; the strip at the top shows the remaining seconds, which turn to the warning color in the last seconds.

The match starts with a countdown (3 seconds by default), then the text GO! appears on screen and the squares start to light up. Each square lights up in the color of one of the two players. When a lit square is hit, it goes out, the point is written to the owner of that color, and a new square lights up in its place. The color of the square decides the point, not the hand that touched: if you hit your opponent's color, your opponent gets the point. Hitting a dim square does nothing.

The round time is divided into four equal slices. In each slice the grid grows and squares light up more often; the match speeds up toward the end. When time runs out, the one with the higher score wins.

If the scores are equal and overtime is on, the text Overtime appears in the top strip and the match continues: the first hit ends the match. If nobody hits during the overtime either, the match closes as a draw. When the match ends, the winner's name with wins the match!, or It's a draw!, stays on screen for a short while, then the result screen follows.

The rules for time, grid size, pace and overtime: the article How to Set the Game Rules?

Screen 4 · Thank You

When the match ends, the result screen appears. The title shows the winner's name ({winner} wins!); in a drawn match It's a draw! appears. The line below gives the score and the match's fastest reaction: {score1} – {score2}, fastest {fastest} ms.

Below is a "ticket": the two players' names and scores, Fastest (the fastest reaction, in milliseconds), Total taps and the match duration. If the match ended in overtime, the note Decided in overtime also appears on the ticket.

There are two buttons: View matches opens the match list, Play again returns to the Welcome screen. Play again does not start a new match right away; the next players start from the Welcome screen.

Screen 5 · Matches

The matches played in the event are listed with the newest at the top. Each row shows when it was played, the two players' names and scores, and the match duration. The match the guest just played is shown with a colored row and a you marker. Today's highest-scoring match carries the ★ Günün en iyisi badge. The list shows 10 matches per page. Back at the bottom returns to the Welcome screen.

The list only shows completed matches. Matches from all devices using the same event appear together. Details: the article How to Manage the Match List?

Layers on top of the screen


Inactivity timeout

If the guests walk away halfway through, the screen returns to the Welcome screen by itself after a while. While the timeout is on, a thin line at the top of the screen shrinks to show the remaining time; every touch restarts the countdown. The default time is 300 seconds.

The timeout runs on the Input Form, Game, Thank You and Matches screens. On the Game screen the match already ends with its own time: an abandoned match closes when the round time runs out and enters the list as a 0 – 0 draw. You hide the rows you do not want in the Session → Matches tab.

Pause screen

When you take a break, open the pause screen instead of closing the game. While the pause screen is on, guests cannot touch anything. You set the look of the pause screen in the Game Screens → Pause tab. To get back there, use the lock icon and the PIN, then choose Run as Digital Reflex Challenge again.

Trial text

While you use the trial, diagonal Trial texts appear on all guest screens. The texts disappear by themselves when you move to a paid subscription. They cannot be removed from the settings.

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Common mistakes

Assuming the player who touches gets the point: the point is written to the color of the square. Hitting the opponent's color earns the opponent a point.

Assuming Play again immediately starts a rematch with the same players: it returns to the Welcome screen, and a new match starts from there.

Looking for interrupted matches in the match list: only finished matches are listed.

Closing the app for a break: use Show Pause Screen; when you come back, the event opens with the same settings.

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