OwOGG is a free collection of browser mini-games: reaction, aim, memory, typing, puzzle and arcade games you can play instantly without installing anything, with per-game leaderboards.
Aim Test
Hit 20 targets, or 30 smaller ones on Hard, as fast as you can. Lower time ranks higher.
Aim Test
Round targets pop up one at a time somewhere on the screen, and you knock each one out as fast as you can. Your score is the time it takes to clear all 20 targets on Normal or all 30 on Hard, in milliseconds, and lower times rank higher. The results screen shows the total and your average time per target.
Target positions are generated fresh for every attempt from a value the server issues, so there is no layout to memorize.
Normal and Hard
The two difficulties change both count and size. A Normal target is 13% of the play area's shorter side across; a Hard target is 60% of that, or 7.8%. By area that is just over a third of a Normal target. Even on tiny screens, targets never shrink below 26 pixels wide.
Hard also raises the count from 20 to 30, so you chain more small targets in a row. Each difficulty has its own leaderboard.
When the clock is running
Pressing start triggers a 3, 2, 1, GO countdown of about 2.4 seconds that is not part of your time. The clock starts when the first target appears and stops on your final hit, and the top bar shows which target you are on and the elapsed time.
Each hit brings the following target up immediately in a new spot. Your total is really the time spent spotting each new target plus the time spent moving to it, 20 or 30 times over. A run longer than two minutes is not accepted for the leaderboard.
Misses and accuracy
Missing costs nothing directly: a click outside the target does nothing while the clock keeps going. Anywhere inside the circle is a hit, whether you catch the rim or the white dot in the middle. Accuracy is not scored separately. It shows up as the time you lose.
A hit counts the moment you press, not when you let go, so press as soon as the pointer is inside the circle and start moving on before you release.
Targets never sit flush against the edge of the area, so keep your eyes loosely on the middle and let them find the new target before your hand moves. On Hard, one big move to get close followed by a small correction usually beats overshooting and coming back.
Devices and screen
Play with a mouse, trackpad or touch screen; the keyboard is not used. The game is set up for landscape, so turn a phone sideways. Resizing the window recalculates target size for the new area.
Compare personal bests on the same device and input; phone touch and a desktop mouse are very different conditions. It is fair practice for target acquisition, but it does not reproduce FPS sensitivity or camera rotation. Buttons at the top toggle sound and switch the in-game text between Korean and English.