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Scoring & Waves Explained

Mechanics reference · Updated September 16, 2026 · Applies to Circlegame v0.7

ON THIS PAGE
  1. How scoring works
  2. Wave interval formula
  3. The empty-arena speed-up
  4. Enemies per wave
  5. Full difficulty curve
  6. What the numbers mean for strategy
  7. Quick questions

Circlegame hides no numbers. Every kill is worth the same, every wave follows the same timer, and enemies never despawn. This page documents the exact rules so you can plan a run instead of guessing — and it is the reference we update whenever balance changes land in the Dev Log.

How scoring works

EventScore effectNotes
Kill a red ring enemy with a white bullet+100The only way to score
Survive another second+0No time bonus, no multiplier
Get touched by an enemy or a red bulletRun endsOne hit, no health bar
Beat your previous bestSaved locallyStored in browser local storage

Because score is purely kills, the fastest way to a bigger number is not aggression — it is uptime: stay alive, keep the arena clear, and the kills accumulate on their own.

Circlegame wave timeline: wave 1 tutorial enemy, then waves 2 to 5 arriving at 10, 12, 14 and 16 second intervals while enemies accumulate
Wave cadence in v0.7 — the gap grows with each wave, but clearing the arena compresses it.

Wave interval formula

Once a wave has spawned, the next one is scheduled after:

interval = min(20, 8 + 2 × wave) seconds

Wave 1 is a tutorial with a single enemy: the timer is paused until that enemy is killed, then held to at most 1.8 seconds before wave 2 spawns.

The empty-arena speed-up

If no enemies are alive and nothing is queued to spawn, the countdown runs at 2.2× speed. In practice:

Nominal intervalTime to next wave if you clear immediately
10 s≈ 4.5 s
14 s≈ 6.4 s
20 s≈ 9.1 s
This is the core risk/reward dial: clearing fast earns points faster and pulls the next wave closer. Clearing slowly buys breathing room but lets the crowd build.

Enemies per wave

Full difficulty curve

WaveNew enemiesCumulative (if none killed)Gap before next wave
111paused → 1.8 s
22310 s
33612 s
441014 s
551516 s
662118 s
772820 s
12+12grows without limit20 s

The curve is deliberately shallow: the game does not try to kill you with a spike, it tries to drown you in leftovers. That is why "clear before the wave" is the single highest-value habit (see Tips & Strategies).

What the numbers mean for strategy

  1. You control the pace. Kill fast and waves arrive fast. If you need a breather, leave one enemy alive and dodge.
  2. Leftovers compound. Three survivors from wave 3 plus the wave-4 spawn is a different game from six fresh enemies.
  3. The 0.5 s stagger is information. Count the spawns — knowing two more are coming stops you from committing to a bad line.
  4. Points are flat, so safety scales. There is no bonus for risky kills; a slow clean run outscores a fast reckless one.

Quick questions

How many points is a kill worth?

Exactly 100. No combos, no multipliers, no time bonus.

Can waves come faster than 20 seconds?

Yes — effectively, via the 2.2× empty-arena speed-up, which can deliver the next wave in under 5 seconds if you clear instantly.

Do enemies ever stop spawning?

No. The count per wave caps at 12, but waves never stop, and enemies never despawn.

Where can I see balance changes?

Every change is logged in the Dev Log, and the current values above always match the live build.

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