Score a Full Gaze Depth, Every Run
Two calls, one card, a habit you will keep
Call One: The Swing
The meter swings on a fixed period, so it is not a reaction test the way the spider game is, it is a pattern test. Watch it for one full cycle before the first bite and you will know where the sweet band is on every swing after that. Most of the crumb disasters happen on the very first bite, when the player swings before the meter has settled. Let it settle. The walk-in gives you time to spare.
Call Two: The Hold
- The hold bar fills at a constant rate and the sweet zone is the middle third. Tap inside it and the break reads as a release instead of a delay.
- If the bar passes the zone and you have not tapped, that is the bread-taken ending, and it is not recoverable within the run.
- A short hold is not a big penalty, but it caps your depth, because the card measures depth first and taste second.
Pick the Character That Matches Your Face
The four faces, the celebrity silhouette, the emoji, the cat, and the baby, are not cosmetic. The cat scores its hold a touch looser than the human faces, because a cat staring into a camera is already committed, and the emoji is the opposite, it is only as deep as the person behind the phone. The card at the end names your style either way, which is the whole point: after enough runs you stop asking whether you are a hold-and-release person or a quick-two person, and you just know.
Run It in One Sitting
Three runs is the right number. One to learn the meter, one to chase the hold zone, and one with a different face, because the depth score shifts with the character and the card is where the difference shows up.