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How Shape Scoring Works

Every round, you see a shape — its size, position, and rotation — then recreate it from memory. Your score depends on how closely your guess overlaps the original.

TL;DR

Shape starts with pixel-level IoU (Intersection over Union) to compare your guess against the target, curves that overlap score, then applies a symmetry-aware rotation multiplier. Max 10 per round, max 50 over 5 rounds.

What is IoU?

Intersection over Union is a standard measure of overlap between two shapes. Both shapes are rasterized onto a canvas, and the algorithm counts how many pixels they share versus the total area either one covers.

IoU = pixels in BOTH shapes / pixels in EITHER shape score = 10 × IoU^0.38 × rotation multiplier (clamped 0 – 10)

This means every dimension matters— position, scale, and rotation all affect overlap. A shape that’s the right size but in the wrong spot scores poorly, and vice versa. The curve gives partial credit for recognizable attempts instead of making every small miss feel fatal.

Rotation is special

Shape also applies a separate rotation multiplier because big shapes can overlap a lot even when they’re turned the wrong way. A perfect angle keeps the full score. A badly missed angle can reduce the base score by up to about half on Hard and Brutal.

90°
Symmetry counts. A square rotated 90° is visually the same square, so that rotation is treated as correct. Circles ignore rotation entirely. Triangles, stars, and other shapes fold rotation by their natural symmetry.

Why IoU?

One metric, all dimensions. Instead of scoring position, scale, and rotation separately (and deciding arbitrary weights), IoU captures total visual fidelity in a single number. If it looks right, it scores right.
Symmetric and intuitive.IoU is 0 when shapes don’t overlap at all and 1 when they overlap perfectly. Scores in between map linearly to “how close did it look?”

Difficulty Modes

The memorize timer changes per mode. Shorter exposure time means less time to study the shape before recreating it.

ModeWhat changesHold time
EasyNo rotation, tighter position/scale range4 s
HardFull rotation, wider position/scale range2 s
BrutalFull rotation, widest ranges, input timer1.5 s

On Easy, targets never rotate — you only need to remember position and scale. On Hard and Brutal, targets can spin up to ±180°, and the allowed position and scale windows widen so shapes can appear anywhere on screen at nearly any size.

Brutalalso adds a 5.5-second input timer. If you don’t submit before it expires, whatever you have on screen is auto-submitted. Very small Brutal targets also get a small scoring boost because tiny shapes are inherently harder to place accurately.

Daily Shape uses the Hard timing and scoring rules, but its target rotations are gentler: from -75° to 75°. Regular Hard, Brutal, async multiplayer, and live multiplayer keep their full rotation range.

Score Reference

These are approximate base scores for overlap alone, before any rotation penalty. A poor angle can pull the final score lower.

IoUBaseWhat it means
95%+9.80+Nearly pixel-perfect before rotation penalty
90%9.61Excellent overlap
80%9.19Strong visual match
70%8.73Good overlap, still room to drift
50%7.68Half overlap, but still recognizable
30%6.33Rough shape memory
10%4.17Barely overlapping

Why not just compare numbers?

We could compute separate deltas for position (Δx, Δy), scale (Δs), and rotation (Δθ) and combine them with weights. But then we’d need to decide: is being 10% off on scale worse than being 10% off on position? Those are arbitrary choices that don’t reflect what the player actually sees.

IoU is still the visual ground truth, but the final score adds just enough rotation awareness to handle cases where overlap alone would be too generous.