Kako Wishtrap radi
How Wishtrap works
Svaki broj na ovoj strani je broj koji igra zaista koristi, prepisan iz koda, a ne zaokružen za priču. Gde postoji formula, formula je napisana.
Every number on this page is the number the game actually uses, taken from the code rather than rounded off for the telling. Where there is a formula, the formula is written down.
Igra je u beta fazi i pravila se menjaju. Ako nešto ovde ne odgovara onome što vidiš na telefonu, veruj telefonu i reci nam.
The game is in beta and the rules move. If something here does not match what you see on the phone, believe the phone and tell us.
1. Kontrola
1. The control
Trčiš sam. Ne možeš da staneš, ne možeš da ubrzaš, i ne možeš da se vratiš. Jedina kontrola je skok, a dugme je ceo ekran.
You run on your own. You cannot stop, you cannot speed up and you cannot go back. The only control is a jump, and the button is the whole screen.
brzina 8 m/s nivo 600 m bez greske 75 s prvih 30 m nikad ne drzi zamku600 podeljeno sa 8 je 75 sekundi. Prvih 30 metara je namerno prazno, da svaki start bude miran i da imaš vremena da se setiš kontrole.
Igra je zaključana u pejzažni režim, i to nije estetika nego pravičnost: u pejzažu vidiš 18 metara ispred sebe, što je 1.57 sekunde upozorenja da nešto dolazi. U portretu bi bilo oko pola toga.
The game is locked to landscape, and that is fairness rather than taste: in landscape you can see 18 metres ahead, which is 1.57 seconds of warning that something is coming. Portrait would give about half of that.
2. Skok
2. The jump
Jedno dugme, dve visine. Koliko visoko skočiš odlučuje koliko dugo držiš prst, i mehanizam nije punjenje: skok uvek počinje istom brzinom, a ako pustiš prst dok se još diže, na njega se primeni dodatna gravitacija i skok se preseče.
One button, two heights. How high you jump is decided by how long you hold the press, and the mechanism is not a charge up: the jump always starts at the same speed, and if you lift your finger while it is still rising, extra gravity is applied and the jump is cut short.
gravitacija 42 m/s2 pocetna brzina skoka 15 m/s dodatna gravitacija x 1.8 dok se dize, posle pustanja prsta visina = v2 / (2 * g) pun skok 2.68 m visina = v2 / (2 * g * 1.8) kratak skok 1.03 m vreme = 2 * v / g pun skok 0.714 sZato kratak skok pobeđuje SPIKE (0.7 m) a ne pobeđuje BLOCK (1.9 m): kratak skok ima 1.03 m u najvišoj tački i to je premalo.
Salto
The flip
Kad se skok podigne preko 1.85 metra, ninja napravi salto u vazduhu. Ta granica je tačno sredina između dva apeksa, pa salto vidiš na punom skoku i nikad na kratkom. Salto je isključivo crtanje: ne pomera ni piksel onoga što odlučuje o smrti. Nijedna smrt nije zbog njega ni zaslužena ni izbegnuta.
Once a jump's rise passes 1.85 metres the ninja turns a tucked front flip. That threshold is exactly the midpoint of the two apexes, so you see the flip on a full jump and never on a hop. The flip is drawing only: it moves nothing that decides a death. No death is earned or avoided by it.
Dve sitnice koje ti idu na ruku
Two things that forgive you
- Coyote vreme, 0.090 s. Ako si sišao sa ivice i pritisneš skok malo prekasno, skok i dalje radi punih 90 milisekundi posle toga. Važi samo kad si sišao sa ivice, nikad posle skoka.
- Hitbox je uži od figure. Kutija koja odlučuje o smrti je 0.42 m široka i 1.0 m visoka, a nacrtana figura je preko dva puta šira od nje. Ruka koja se pruža i traka sa glave vise izvan kutije, pa zamka može da izgleda kao da te je očešala i da te ne ubije. Greška je namerno na tvoju stranu.
- Coyote time, 0.090 s. If you ran off an edge and press jump a little late, the jump still works for a full 90 milliseconds afterwards. It applies only when you ran off an edge, never after a jump.
- The hitbox is narrower than the figure. The box that decides deaths is 0.42 m wide and 1.0 m tall, and the drawn figure is a little over twice that width. The reaching hand and the trailing headband hang outside the box, so a trap can appear to brush you without killing you. The error is deliberately on your side.
3. Nivo
3. The level
Trčiš po osvetljenoj ivici zamka noću, iznad grada koji je daleko ispod. Terrain, dakle sam pod i rupe u njemu, generiše se iz datuma. Nijedan čovek ga ne crta, i pošto je generisanje čista funkcija datuma, isti dan daje identičan pod na svakom telefonu na svetu.
You run along the lit coping of a castle at night, over a town a long way below. The terrain, meaning the floor itself and the holes in it, is generated from the date. No person draws it, and because generation is a pure function of the date, the same day gives an identical floor on every phone in the world.
Zamke su ono što nije generisano. Njih dodaju igrači kroz dan, i zato je svet u 22h teži od istog sveta u 8h, iako je pod isti.
The traps are the part that is not generated. Players add those through the day, which is why the world at 22:00 is harder than the same world at 08:00 even though the floor is identical.
Rupa u podu ubija. U rupi se ne crta ništa: vidiš pozadinu koja se nastavlja, jer pod je jedan sloj preko jedne slike, a nema drugog dna.
A hole in the floor kills. Nothing whatever is drawn inside one: you see the background continuing, because the floor is one layer over one picture and there is no second bottom.
4. Tri zamke
4. The three traps
Tri tipa, i to je cela lista. Kolizija je pravougaonik, i pravilo je jedna linija: pogođen si ako su ti stopala niže od vrha zamke i glava viša od njenog dna, dok si između njene leve i desne ivice. Ništa u toj proveri ne gleda nacrtani oblik.
Three types, and that is the whole list. Collision is a rectangle, and the rule is one line: you are hit if your feet are below the trap's top and your head is above its bottom, while you are between its left and right edges. Nothing in that test looks at the drawn shape.
| Zamka | Visina | Širina | Kako se pobeđuje |
|---|---|---|---|
| SPIKE | 0 do 0.7 m | 0.8 m | Preskoči ga. I kratak skok je dovoljan, jer kratak skok ide do 1.03 m. |
| BLOCK | 0 do 1.9 m | 0.9 m | Preskoči ga, ali moraš skok blizu punog. Kratak tap nije dovoljan. |
| BAR | 1.2 do 2.46 m | 2.0 m | Visi u vazduhu, a ispod nje je prazno. Prođi ispod i ne skači. Jedina zamka koja te ubije zato što si skočio. |
| Trap | Height | Width | How it is beaten |
|---|---|---|---|
| SPIKE | 0 to 0.7 m | 0.8 m | Jump it. A short hop is enough, since a hop reaches 1.03 m. |
| BLOCK | 0 to 1.9 m | 0.9 m | Jump it, but it needs close to a full jump. A quick tap is not enough. |
| BAR | 1.2 to 2.46 m | 2.0 m | An overhang, with open floor underneath. Run under it and do not jump. The only trap that kills you for jumping. |



Zamka ne kaže ko ju je ostavio dok te ne ubije. Kad te ubije, ekran ti kaže
ime vlasnika i koliko ti je puta to uradio danas: MARKO KILLED YOU, pa
KILLED YOU 5 TIMES. Ako prođeš zamku koja te je već ubijala, i to ti
kaže.
A trap does not say who left it until it kills you. When it does, the screen
names the owner and keeps count of how many times they have done it today:
MARKO KILLED YOU, then KILLED YOU 5 TIMES. Get past a trap
that has been killing you and it says so too.
5. Tvoja želja
5. Your wish
Kad umreš, dobijaš pravo da ostaviš zamku. Zovemo je željom, jer njome želiš nekom drugom zlo. Tri po danu, i to je jedini resurs u igri.
When you die, you get to leave a trap behind. We call it a wish, because you are wishing somebody else ill. Three a day, and it is the only resource in the game.
zelja po danu 3 okno oko smrti 30 m (15 m iza, 15 m ispred mesta gde si pao) posle preslasavanja 30 m do 600 m, ceo nivoOkno je uvek ograničeno na igrivi deo nivoa, pa se ni pri smrti na 35. metru ne može postaviti zamka u prvih 30 metara.
Zamka se mora zaslužiti time što si tamo stigao: možeš da je ostaviš samo u oknu od 30 metara oko mesta gde si pao. Ako prođeš ceo nivo, otvara ti se cela dužina i možeš da postaviš gde želiš.
A trap has to be earned by getting there: you may only place inside the 30 metre window around the spot that killed you. Clear the whole level and the entire length opens up, so you may place anywhere.
Odbijena želja se ne troši. Ako nijedno mesto u tvom oknu ne prolazi, želja ostaje tvoja i možeš da je potrošiš posle sledeće smrti. I još važnije: ništa se nikad ne briše da bi tvoja zamka stala. Svet ne broji zamke i nema gornju granicu koliko ih može biti; jedina granica je koliko teška jedna deonica sme da postane, i to je poglavlje ispod.
A refused wish is not spent. If no spot in your window passes, the wish stays yours and you can spend it after your next death. And more importantly: nothing is ever deleted to make room for your trap. The world does not count traps and has no cap on how many there may be; the only limit is how hard one stretch is allowed to get, which is the next chapter.
6. Šta odbija želju
6. What refuses a wish
Svet mora da ostane prelazan. Koliko god dan bio gadan, nivo se uvek može preći, i to nije obećanje nego provera koja se izvrši pre nego što se zamka primi.
The world has to stay finishable. However cruel a day gets, the level can always be cleared, and that is not a promise but a check that runs before a trap is accepted.
Solver, koji ima poslednju reč
The solver, which gets the last word
Pre nego što se zamka primi, igra odigra ceo nivo sama, kroz istu fiziku kojom igraš i ti, i izmeri koliko milisekundi imaš da započneš skok i da ipak prođeš. Ako je taj prozor manji od dozvoljenog, mesto se odbija.
Before a trap is accepted, the game plays the whole level itself, through the same physics you play, and measures how many milliseconds of leeway you have to start a jump and still get past. If that window is smaller than allowed, the spot is refused.
na pocetku nivoa 220 ms od 150 m nadalje 100 msZahtev pada linearno kroz prvih 150 metara. Blizu starta je popust najveći, jer je najgore mesto za najteži deo nivoa upravo početak.
Plafon težine, po deonici
The difficulty ceiling, per stretch
Solver odgovara na pitanje da li jedna prepreka ostavlja mesta. Plafon odgovara na drugo pitanje: koliko sve zajedno u jednoj deonici sme da se sabere. To drugo pitanje odlučuje da li ljudi nastave da igraju. Merenjem je nađeno da su dve stvarne deonice koje su odnele 92% i 81% svih koji su do njih stigli bile u potpunosti legalne po prvom pravilu: nijedna prepreka u njima nije bila ispod dozvoljenog prozora. Ubila ih je gomila legalnih prepreka u nizu.
The solver answers whether one obstacle leaves room. The ceiling answers a different question: how much a single stretch is allowed to add up to. That second question is what decides whether people keep playing. Two real stretches that took 92% and 81% of everybody who reached them were measured to be entirely legal under the first rule: not one obstacle in either was below the required window. What killed those runs was a legal number of legal obstacles standing in a row.
Nivo je zato podeljen na deset zona po 60 metara, i svaka ima svoj plafon u poenima težine, merenim kroz pokretni prozor od 60 metara. Plafon raste sa daljinom, jer i težina treba da raste sa daljinom.
The level is therefore divided into ten zones of 60 metres, and each has its own ceiling in difficulty points, measured over a sliding 60 metre window. The ceiling rises with distance, because difficulty is meant to rise with distance.
| Zona | Zone | Deonica | Stretch | Plafon | Ceiling |
|---|---|---|---|---|---|
| 1 | 0 – 60 m | 2.50 | |||
| 2 | 60 – 120 m | 3.00 | |||
| 3 | 120 – 180 m | 3.50 | |||
| 4 | 180 – 240 m | 4.00 | |||
| 5 | 240 – 300 m | 4.50 | |||
| 6 | 300 – 360 m | 5.00 | |||
| 7 | 360 – 420 m | 5.50 | |||
| 8 | 420 – 480 m | 6.00 | |||
| 9 | 480 – 540 m | 6.50 | |||
| 10 | 540 – 600 m | 7.00 |
Igra sama sebi seje početne zamke, pod imenom THE WISHING WELL, da prazan dan ne bi bio prazan. Sebi drži strožiji plafon nego igračima, od 1.50 do 4.50, i prvih 120 metara ostavlja u celosti igračima.
The game seeds some traps of its own, owned by THE WISHING WELL, so that an empty day is not empty. It holds itself to a stricter ceiling than it holds players to, 1.50 up to 4.50, and it leaves the first 120 metres entirely to players.
Ostala pravila mesta
The other rules about a spot
- Zamke smeju da se dotiču, ne smeju da se preklapaju. Nema minimalnog rastojanja, samo zabrana preklapanja.
- Najviše 3 zamke u 16 metara. Lokalna gustina, i to je jedino pravilo koje još broji zamke.
- Mora da postoji pod. Zamka ne stoji u vazduhu iznad rupe.
- Poseban strožiji režim u početnom delu nivoa, jer je početak mesto gde ljudi odustaju.
- Ispod BAR-a mora da ostane prohodno. Ne može se sklopiti par koji te tera i da skočiš i da ne skočiš.
- Traps may touch and may never overlap. There is no minimum gap, only a ban on overlapping.
- At most 3 traps in any 16 metres. Local density, and it is the only rule that still counts traps at all.
- There has to be floor. A trap does not stand in the air over a hole.
- A stricter regime in the opening stretch, because the opening is where people give up.
- Under a BAR has to stay passable. No pair may be assembled that requires you both to jump and not to jump.
7. Skor
7. The score
Trka se ne meri samo pređenim metrima, jer svet postaje gadniji kroz dan: 400 metara kroz prepuno veče je teža stvar od 500 metara kroz prazno jutro. Zato metar nosi metar, a svet kroz koji si prošao nosi ostatak.
A run is not scored on distance alone, because the world gets crueller as the day goes on: 400 metres through a crowded evening is a harder thing than 500 metres through an empty morning. So a metre is worth a metre, and the world you crossed carries the rest.
skor = metri + 20 * prodjene_zamke + 3 * comboZaokruženo na ceo broj. Skor je ceo broj namerno: tabela je prikazivala cele brojeve dok se poređenje radilo na stotinkama koje nijedan igrač ne vidi, pa dva igrača koja pređu isti svet kroz isti broj zamki sada zaista dele mesto.
Prođene zamke
Traps passed
Svaka zamka koju si prošao vredi još 20 metara. Prošao znači: stajala je u svetu pre tvoje trke, na ili pre mesta gde si stao, i nije te ubila. Ona koja te je ubila se ne računa kao prođena. Tvoje sopstvene zamke se računaju, jer izuzimanje je značilo da igrač koji učestvuje u zajedničkom svetu plaća 20 poena po trci za to učešće.
Every trap you got past is worth another 20 metres. Passed means: it stood in the world before your run, at or before where you stopped, and it did not kill you. The one that killed you does not count as passed. Your own traps do count, because excluding them charged a player 20 points a run for taking part in the shared world.
Combo, gužva oko zamke
Combo, the crowd around a trap
Zamka u gužvi je teža od iste zamke same, i to je izmereno: broj zamki u pokretnom prozoru je najjači pojedinačni prediktor toga koliko će ljudi jedna deonica odneti. Zato se plaća i gužva.
A trap in a crowd is harder than the same trap alone, and that is measured: the count of traps in a sliding window is the strongest single predictor of how many people a stretch will take. So the crowd is paid for too.
combo = za svaku prodjenu zamku, koliko drugih zamki stoji u 10 m sa svake njene strane3 poena po susedu. Susedom se računa i zamka koja te je ubila, i zamka koja stoji dalje od mesta gde si stao: obe su tamo stajale, a samo "prođena" isključuje onu koja te je ubila.
Prelazak nivoa ne donosi bonus
Clearing the level earns nothing extra
Preći nivo do kraja ne vredi ni jedan poen samo zato što je prelazak. Bonus je postojao i uklonjen je 23.08.2026. Prelazak i dalje pobeđuje svaku nedovršenu trku kroz isti svet, jer je prošao svaku zamku koja u njemu stoji, ali sada može da izgubi od dublje trke kroz kasniji, gadniji svet. To je bila i namera.
Clearing the level is worth nothing extra for being a clear. The bonus existed and was removed on 2026-08-23. A clear still beats every partial run through the same world, since it passed every trap standing in it, but it can now lose to a deeper run through a later, crueller one. That was the intention.
Šta zamka zaradi
What a trap earns
Zamka se meri sa druge strane, istom valutom: kad nekoga ubije, pripiše sebi ceo skor te trke. Zamka na 500. metru može da ubije samo nekoga ko je do tamo stigao, pa vredi mnogo više po ubistvu od zamke na 30. metru.
A trap is measured from the other end, in the same currency: when it kills somebody it collects that run's whole score. A trap at 500 m can only kill somebody who already got that far, so it is worth far more per kill than one at 30 m.
Ako umreš na svojoj zamci, to se ne računa njoj: ni susret, ni ubistvo, ni zarada. Inače bi svako mogao da farmuje sopstvenu želju.
If you die on your own trap it does not count for that trap: no encounter, no kill and no earnings. Otherwise anybody could farm their own wish.
8. Šest tabela
8. The six tables
Tabele se listaju jedna po jedna, strelicama na vrhu, i lista se vrti u krug u oba smera. Svaka dolazi cela, sa pravim mestom na kom stojiš, a lista se otvara pomerena na tvoj red.
The tables are stepped through one at a time, with the chevrons at the top, and the ring wraps at both ends. Each arrives whole, carrying the real rank you stand at, and the list opens scrolled to your own row.
| # | Tabela | Šta rangira |
|---|---|---|
| 1 | DEADLIEST PLAYERS | Igrače, po ukupnoj zaradi svih zamki koje im trenutno stoje. |
| 2 | DEADLIEST TRAPS | Pojedinačne zamke, po zaradi. Zamka bez ijednog ubistva nije na listi. |
| 3 | YOUR TRAPS | Tvoje zamke, svaka sa svojim mestom na DEADLIEST TRAPS. Crtica znači da još nije nikoga ubila. |
| 4 | STILL STANDING | Koliko ti zamki još stoji u svetu. |
| 5 | BEST TODAY | Kombinovani skor: tvoja najbolja trka plus ono što tvoje zamke rade drugima. |
| 6 | BEST RUN | Isti igrači, ali po skoru same trke, bez zamki. |
| # | Table | What it ranks |
|---|---|---|
| 1 | DEADLIEST PLAYERS | Players, by the combined earnings of the traps they have standing. |
| 2 | DEADLIEST TRAPS | Individual traps, by earnings. A trap that has killed nobody is not on it. |
| 3 | YOUR TRAPS | Your own traps, each with its rank on DEADLIEST TRAPS. A dash means it has killed nobody yet. |
| 4 | STILL STANDING | How many of your traps are still standing in the world. |
| 5 | BEST TODAY | The combined score: your best run plus what your traps are doing to other people. |
| 6 | BEST RUN | The same players, by the score of the run alone, with no traps in it. |
Kombinovani skor, koji BEST TODAY rangira
The combined score, which BEST TODAY ranks on
Prelazak nivoa bi inače garantovao vrh tabele, a zajednički svet ne bi doprinosio ničim. Zato zamke koje si ostavio ulaze u tvoj dan, i to kao stopa a ne kao broj: sirov broj ubistava nagrađuje izloženost, a 31 ubistvo od 562 susreta i 11 od 416 su obe slabe zamke, i samo stopa to kaže.
Clearing the level would otherwise guarantee the top of the board while the shared world contributed nothing. So the traps you left behind count toward your day, and they count as a rate rather than a count: raw kills reward exposure, and 31 kills out of 562 encounters and 11 out of 416 are both poor traps, and only the rate says so.
poeni jedne zamke = 225 * ubistva / (susreti + 100) kombinovano = skor trke + suma poena svih tvojih zamkiSvaka zamka se sabira sama za sebe, pa želja koju niko ne sretne doda malo i nikad ne odbije. Zamka ne zaradi ništa dok je ljudi ne sretnu, što je ono što čini jutro vrednim igranja.
Kombinovani skor može da padne. Kad neko preživi tvoju zamku, imenilac raste i stopa pada, oko četvrt poena po preživelom protiv pola poena po ubistvu. To je birano, a ne trpljeno: zamka koja se sretne i ne ubije jeste slabija zamka.
A combined score can fall. When somebody survives your trap the denominator grows and the rate drops, about a quarter of a point per survivor against half a point per kill. That was chosen rather than tolerated: a trap that gets met and does not kill is a weaker trap.
Kada je izjednačeno
When it is tied
BEST TODAY se ne rešava abecedom. Redom:
BEST TODAY is not decided by the alphabet. In order:
- Kombinovani skor, veći pobeđuje.
- Manje pokušaja do te najbolje trke. Broji se koji je po redu bila trka koja je postavila tvoj najbolji skor, a ne koliko si ukupno igrao. Rangiranje po ukupnom broju bi kaznilo igranje posle svog najboljeg rezultata.
- Ko je stigao prvi, po satu.
- Ime, pa identifikator, samo da bi poredak bio potpun.
- The combined score, higher wins.
- Fewer attempts to reach that best run. What counts is the chronological index of the run that set your best score, not the day's total. Ranking on the total would charge a player for playing on after their best.
- Who got there first, by the clock.
- The name, then the identifier, only so the ordering is total.
THE WISHING WELL, koje su zamke koje igra sama seje, nije ni na jednoj tabeli koja rangira igrače, jer nije igrač. Ostaje na DEADLIEST TRAPS, gde se svaka zamka sudi po sopstvenoj vrednosti.
THE WISHING WELL, which owns the traps the game seeds itself, is on none of the tables that rank players, because it is not a player. It stays on DEADLIEST TRAPS, where each trap is judged on its own merit.
9. Dostignuća
9. Achievements
Jedanaest, i sva su o tome koliko si duboko stigao i šta su tvoje zamke uradile drugima. Nema ničega za mnogo igranja ni za svakodnevno prijavljivanje, jer bi to nagrađivalo prisustvo.
Eleven, and all of them are about how deep you got and what your traps did to other people. There is nothing for playing a lot or logging in, because rewarding attendance would be rewarding the wrong thing.
- YOUR MARK. Ostavi svoju prvu zamku u svetu.
- FIRST BLOOD. Neka jedna tvoja zamka nekoga ubije.
- MENACE. Deset igrača ubijenih tvojim zamkama.
- ARCHITECT OF SUFFERING. Pedeset igrača ubijenih tvojim zamkama.
- LANDLORD. Tri tvoje zamke stoje u svetu istovremeno.
- HALFWAY. Stigni do 50% dnevnog sveta.
- DEEP. Stigni do 75%.
- SO CLOSE. Stigni do 95% i ipak umri.
- FINISHED IT. Pređi svet od početka do kraja.
- AGAIN. Pređi svet u dva različita dana.
- IRON THUMB. Pređi svet nakon što je gomila imala ceo dan da ga upropasti, sa 60 ili više zamki u njemu.
- YOUR MARK. Leave your first trap in the world.
- FIRST BLOOD. Have one of your traps kill somebody.
- MENACE. Ten players killed by traps you left behind.
- ARCHITECT OF SUFFERING. Fifty players killed by traps you left behind.
- LANDLORD. Have three traps standing in the world at once.
- HALFWAY. Reach 50% of a day's world.
- DEEP. Reach 75%.
- SO CLOSE. Reach 95% and die anyway.
- FINISHED IT. Clear a world from end to end.
- AGAIN. Clear a world on two different days.
- IRON THUMB. Clear a world after the crowd has had all day to ruin it, with 60 or more traps standing.
Bilo ih je dvanaest. OUTBID se osvajao kad bi tvoja zamka bila izbrisana da napravi mesto tuđoj, a to se od 23.08.2026. više ne dešava, pa je penzionisan i ne može se osvojiti. Ostavljen je u kodu, a ne izbrisan, jer su ga neki igrači već osvojili.
There were twelve. OUTBID was earned when one of your traps was deleted to make room for somebody else's, which has not happened since 2026-08-23, so it is retired and cannot be earned. It is kept in the code rather than deleted, because some players already have it.
10. Ime i identitet
10. Names and identity
Nema registracije i nema prijave. Igra ti da ime prvi put kad zaigraš, nešto kao KIND OTTER, i možeš da ga promeniš u šta hoćeš.
There is no sign up and no login. The game gives you a name the first time you play, something like KIND OTTER, and you can change it to whatever you like.
duzina 2 do 15 znakova dozvoljeno velika slova A do Z, cifre, i po jedan razmak izmedju reciUzak set namerno: ime ostaje čitljivo svuda gde ga igra crta, i nemoguće je imitirati tuđe ime slovima iz drugog pisma koja izgledaju identično.
Ime nije tvoj identitet. Dva igrača mogu da imaju isto ime, i to je namerno; svuda gde se broji, broji se instalacija a ne ime. Zato promena imena dohvati i svaku zamku koju već imaš u svetu, i zato time što otkucaš tuđe ime ne preuzimaš ništa njegovo.
A name is not your identity. Two players may hold the same name, deliberately; everywhere something is counted, it is counted per installation rather than per name. That is why renaming reaches every trap you already have standing, and why typing somebody else's name takes nothing of theirs.
Server odbija kratku listu imena, i danas su na njoj samo ona koja bi bila zbunjujuća: koja se predstavljaju kao igra ili kao operator, ime pod kojim igra seje svoje zamke, i jedno koje bi se čitalo kao odsutan vlasnik.
The server refuses a short list of names, and today that list holds only names that would be confusing: ones that impersonate the game or an operator, the name the game's own seeded traps are owned by, and one that would read as an absent owner.
Filter za psovke još ne radi. Mehanizam je napisan, lista reči nije učitana, i trenutno ništa ne sprečava nekoga da izabere uvredljivo ime. Radije to kažemo otvoreno nego da podrazumevamo nivo moderacije koji nije uključen.
There is no profanity filter running yet. The mechanism is written, the word list is not loaded, and at the moment nothing stops somebody choosing an offensive name. We would rather say that plainly than imply a standard of moderation that is not actually switched on.
Šta radi danas: iz igre možeš da blokiraš igrača, posle čega njegovo ime svuda tebi piše SOMEBODY, i možeš da prijaviš ime. Prijave čita čovek, što u praksi znači jedan čovek, pa budi strpljiv.
What does work today: from inside the game you can block another player, after which their name reads as SOMEBODY everywhere it would otherwise appear to you, and you can report a name. Reports are read by a person, which in practice means one person, so please be patient.
Deinstalacija završava identitet. Ime, streak i tvoje zamke vezani su za instalaciju na tom telefonu, a ne za nalog. Ako skloniš aplikaciju, vraćaš se kao nov igrač i ne postoji prijava koja bi to vratila. Ažuriranje se instalira preko stare verzije i ne dira ništa od toga.
An uninstall ends an identity. Your name, your streak and your traps are tied to the installation on that phone rather than to an account. Remove the app and you come back as a new player, and there is no login that would bring any of it back. An update installs over the old build and touches none of it.
11. Ponoć
11. Midnight
Svet se ruši i pravi ponovo u ponoć po UTC. To je isti trenutak za sve na planeti, i namerno se ne pomera ni za koga: nekome je to dva po podne, nekome prethodno veče. Da se reset veže za lokalno vreme, prestao bi da bude jedan svet.
The world is torn down and rebuilt at midnight UTC. That is the same instant for everybody on the planet, and it is deliberately not shifted for anyone: for somebody it is two in the afternoon, for somebody else the previous evening. Tie the reset to local time and it stops being one world.
Ništa se ne prenosi. Svaka zamka se briše i dan počinje sa novim podom i sa onim što igra sama poseje. Zamke su se nekad prenosile ako bi se dokazale, i to je uklonjeno 23.08.2026: dan koji nasledi tuđi zid prestaje da bude nov dan.
Nothing carries over. Every trap is wiped and the day starts with a new floor and with whatever the game seeds itself. Traps used to carry over if they proved themselves, and that was removed on 2026-08-23: a day that inherits yesterday's wall stops being a new day.
Na tvom telefonu ostaje sve tvoje: ime, izgled, dostignuća i streak. Streak je broj UTC dana u nizu u kojima si odigrao makar jednu trku, dovršenu ili ne, i pamti i svoj najbolji rezultat, jer prekinut niz je i dalje nešto što se stvarno dogodilo.
Everything of yours stays on your phone: your name, your outfit, your achievements and your streak. The streak is how many UTC days in a row you have finished at least one run on, cleared or dead, and it remembers its own best length too, because a broken streak is still a real thing that happened.
Ako si uključio obaveštenja, dolaze tri vrste: kad te neko pretekne ili izjednači na tabeli, dnevni izveštaj o tome šta su tvoje zamke radile, i jedno kad se dan zatvori. Svako se gasi posebno.
If you turned notifications on, three kinds arrive: when somebody passes or ties you on the board, a daily digest of what your traps have been doing, and one when the day closes. Each can be turned off on its own.
12. Ostalo
12. The rest
- LOOK BACK. Posle svake trke, i posle smrti i posle prelaska, možeš da povučeš svet nazad i pogledaš put koji si upravo prešao. Kreće se tačno onim putem kojim je kamera zaista išla, pa ništa ispred nikad ne otkriva: kamera tamo nije ni bila.
- Sedam odela. Tapni svoj portret i menjaj boju: crna, bela, plava, zelena, crvena, žuta i braon. Crvena, žuta i bela nose crni pojas, ostale crveni. Zajednički svet ne nosi tvoju boju, jer zamka se hladi u obsidijan šta god je ninja nosio.
- Dva neba. Zlatna pilula gore desno na glavnom ekranu menja noć i dan, i to menja i trku i ekran za postavljanje. Nebo je stvar jednog telefona i niko drugi ga ne vidi.
- Kartica tvoje zamke. Slika koju možeš da podeliš, i na njoj piše šta je tvoja najsmrtonosnija zamka koja još stoji zaista uradila ljudima.
- Bez interneta. Ako mreža otpadne, igra radi dalje sa svetom kakvim ga je poslednji put videla i kaže ti da je to stara slika, umesto da se pravi da je sve u redu.
- LOOK BACK. After any run, on a death and on a clear alike, you can drag the world backwards and study the ground you just crossed. It travels exactly the path the camera actually took, so nothing ahead is ever revealed: the camera was never there.
- Seven outfits. Tap your own portrait to change colour: black, white, blue, green, red, yellow and brown. Red, yellow and white take a black belt and the rest keep the red sash. The shared world carries no colour, since a trap cools to obsidian whatever the ninja wore.
- Two skies. The gold pill at the top right of the main screen flips night and day, and it reaches the run and the placement screen too. A sky belongs to one phone and nobody else sees it.
- Your trap's day. A card you can share as a picture, stating what your deadliest standing trap actually did to people.
- With no network. If the connection drops, the game keeps working with the world as it last saw it and tells you that is what you are looking at, rather than pretending everything is fine.
Uzmi je i reci nam šta ne radi
Get it, and tell us what does not work
Celo pitanje iza ove igre je da li je zabavno umreti od zamke stranca i ostaviti svoju, a na to odgovara samo igranje.
The whole question behind this game is whether dying to a stranger's trap and leaving your own is any fun, and only playing it answers that.
Instalacija i pozivnice ›Install and invitations ›