How Pulse Catch works
Pulse Catch is a one-button timing toy. A blue pulse travels across a green ring. You catch it as it crosses. Closer to the center of the ring scores more: a perfect catch is 100 points, a good catch is 50, a miss is a miss. You have 45 seconds and three misses. There is no combo meter beyond that, and no enemy to dodge. The whole game is one ring and one pulse.
Because there is only one action, the difficulty is in the rhythm, not in the control scheme. The pulse does not sit still. Waiting too long is the usual fail. Tapping early is the other. Finish & save stores the run in this browser. The clock is wall time for the run, not a song length.
Controls
Press Start. Then tap the canvas, tap Catch, or press Space. That is the whole input. P pauses. Enter also starts and resumes. Mouse, touch, and keyboard use the same catch. There is no analog timing bar to drag and no second button to charge.
How it differs from other rhythm games
Pulse Catch is not a music game with a track list. There is no licensed song, no lane of falling notes, and no letter ranks besides the points on screen. It is closer to skipping a stone through a hoop than to playing osu or a browser Drummania clone. The ring is the only target. Original canvas, no ads, no account, no download, no third-party embed.