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Games » Vole Bonk

Vole Bonk

By Leetdom · 2026

Play:

Touch: tap a burrow to bonk the vole peeking from it; leave hedgehogs alone; tap anywhere to start or retry; the pause and mute buttons are top right · Keyboard: the number keys 1-9 and the key blocks QWE / ASD / ZXC map to the nine burrows (top-left to bottom-right); Enter or Space starts and retries; P or Esc pauses; M mutes

About:

A pop-up tap-reflex game in the spirit of the 2000s Flash classics, made in-house for Leetdom. Nine burrows sit in a 3x3 garden patch. Voles rise with a little puff of dirt — tap or key the burrow to bonk one before it ducks back down. Sleepy hedgehogs pop up as decoys; bonk one by mistake and it costs a life, so the game is as much about what you don't hit.

Every hit in a row builds your combo, and the score multiplier climbs one step every three bonks up to eight times. Miss a vole, bonk a hedgehog or let one escape and the combo resets. From the third round onward hedgehogs start appearing, then golden voles worth four times as much (they surface briefly, so they reward a quick eye), and later quick feinting voles that barely peek before darting down. Correctly leaving a hedgehog alone until it ducks pays a small sparing bonus, so patience scores too.

You start with four lives. The first two rounds are a grace period where an escaped vole costs nothing, to ease you in; after that every escape past the burrow costs a life. Lives only fall — it is a finite, honest arcade curve, so a run ends when the last life is gone and a single tap or key starts the next one. The speed, spawn rate and how many critters pop at once all climb as you level up. Everything on screen is drawn procedurally in canvas and every sound is synthesised with WebAudio: no image files, no audio files, no fonts, no network, no frameworks.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-05: real Chromium (system chromium-browser via playwright-core, under flock, 44s run) across five scenarios, 24/24 checks: desktop 1280x800 mouse+keyboard full title->play->pause/resume loop with real key bonks registering score; phone 390x844 portrait real touch taps bonk voles, idling to zero lives ends the game at exactly 0 lives, and a single tap retries with score and lives reset; landscape 844x390 survives a mid-play resize to portrait; hiding the tab (visibilitychange) pauses; localStorage throwing on access does not crash. Zero console/page errors and zero external requests in every scenario. Determinism and rules checked by five invariant tests (seeded replays identical; score never decreases; a perfect player never bonks a hedgehog; lives never go negative and game-over is exactly at 0; concurrent-critter cap holds; a hedgehog poke costs one life and resets the combo) — all pass. Balance from a headless human-like bot playing the real deterministic core (40 seeds per profile): skilled (180ms reaction) survives a median 83s to level 24 (max ~146s — finite, no runaway), normal (280ms) ~53s to level 9, casual (400ms) ~36s to level 5; the first two rounds' grace gives the casual profile a fair on-ramp. Offline audio render tapping the real synth graph post-limiter: full-mix peak -3.9 dBFS, noise floor -180 dBFS, music sits 10.8 dB under a dense bonk stream, >6kHz harshness 4.6%, music audible at -32.8 dBFS.

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