Click-based reflex game. Whack moles for points, grab golden moles for bonus, avoid bombs! Combo system
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A mole pops up in the bottom-left hole for a brief window.
Input
Click/tap the bottom-left hole within ~0.6 s
Result
Hit registered, +1; pop-up interval shortens as the round progresses
Scoring is a reaction-time test with a go/no-go twist (bombs cost 100 and reset the combo), and the appearance interval shrinks over time so difficulty scales with your success. Watching the centre of the grid with soft focus rather than staring at one hole improves peripheral detection and average response time. Two accuracy figures are shown and they answer different questions: swings that landed, which measures aim, and moles caught, which measures how many got away.
Moles pop up from holes at random, whack as many as you can before time runs out! Fast reflexes and quick target acquisition are the name of the game.
A quick round gets your clicking reflexes primed.
The simple tap-to-play mechanic is perfect for young players.
This Whack-a-Mole runs on an HTML5 canvas (450x400, rendered with a requestAnimationFrame game loop whose mole timings are all in MILLISECONDS, so the game runs at the same speed whatever frame rate your machine manages) over a 3x3 grid of nine holes. A hole holds at most one mole, in every phase: a mole that has been struck still occupies its hole while it drops back down, so a second one can never be pushed in on top of it. Seven mole types spawn from a weighted table, each with its own point value, up-time, and hit-points: Normal (+10), Golden (+50, glows and stays up only 0.8x as long), Speedy (+25, 0.4x up-time so it's the fastest to disappear), Helmet (+30, takes 2 hammer blows to clear), Ninja (+40, 0.6x up-time), King (+100, 3 hit-points and 2.0x up-time), and the Bomb (-100), which you must NOT hit. Bombs are the skill ceiling: clobbering one triggers a quarter-second screen shake, a 20-particle explosion, and instantly resets your combo to zero, so the game is as much about inhibitory go/no-go control as raw clicking speed.
Scoring stacks two multipliers. A consecutive-hit combo multiplies every hit by 1 + floor(combo / 5) * 0.5 (so points scale up every fifth mole, and an Nx COMBO! banner pops on each multiple of five), while the doublePoints power-up multiplies the result by 2; both compound, so a Golden mole on a hot streak can pay out far more than its base 50. The combo resets not only when you smack a bomb but also when a non-bomb mole falls back down un-whacked, so letting moles escape actively costs you. Hitting a Golden or King mole has a 30% chance to drop one of four short-lived power-ups (timeFreeze, doublePoints, slowMo, hammerSize); hammerSize widens the hit radius from 40 to 60 pixels and slowMo stretches both the spawn interval (1.5x) and mole up-time (1.8x), giving you breathing room.
Difficulty is set before the round (Easy/Medium/Hard) and reshapes both the spawn table and the clock: Easy gives a 45-second timer, up to 2 moles at once, a gentle 1200ms spawn interval, and only a 5% bomb weight; Hard runs 90 seconds with up to 4 simultaneous moles, a 650ms spawn interval, a 13% bomb weight, and is the only difficulty whose regular spawn table includes the King mole (Helmet and Ninja already join the spawn table on Medium). On top of that, an internal wave/level system ramps things further: each wave advances after 10 + level*2 kills, every third wave bumps the level, and rising levels shrink mole up-time, tighten spawn timing, and (past level 3) skew the table away from harmless Normal moles. The audio is fully synthesized in real time with the Web Audio API (oscillator tones per event type, not sample files), high scores persist in localStorage, and the whole thing is keyboard-friendly: Space/Enter start, pause, or restart, Escape pauses, and M toggles mute.
Round length is set by the difficulty you pick before starting: 45 seconds on Easy, 60 seconds on Medium, and 90 seconds on Hard. The Freeze power-up can temporarily stop the countdown mid-round.
Yes, they appear and disappear more quickly as the round progresses, and because every mole timer counts real milliseconds the game plays identically on a 30 Hz and a 144 Hz display.
There are two and the page shows both. "Swings landed" is hits over swings, which measures aim and punishes hitting empty grass. "Moles caught" is hits over the moles that appeared, which measures how many got away. A player who never swings scores zero on the first and zero on the second; a player who flails scores badly on the first only.
The game runs entirely in your browser. No account is needed and no gameplay data is collected.