One dot sits on a line, and it does not move until you tap. From that first tap it
never stops — and every tap after it reverses. That is the whole game.
No second button, no swipe, no menu of powers. Everything else on the screen is rising toward
you, and none of it is going to move out of the way.
Commitment, not reflexes
A tap costs back every step already spent going the wrong way. So the question is never
“can I dodge this” — it is “am I willing to pay for it yet”. Wait too
long and the gap you wanted is behind you.
The dot moves sideways exactly as fast as the hazards rise. That is not a detail, it is the whole
readability of the game: everywhere still reachable sits inside a 45-degree cone. Look at the gap.
If it falls outside that diagonal, you are not getting there — and you can see that before you
commit to it.
The score is for nerve, not for time
Surviving pays a trickle. What pays is the near miss — sliding past a hazard close enough
that you can see you nearly did not, and then doing it again before the last one has faded. Close
passes that follow one another quickly are worth progressively more, so the safest run and the best
run are never the same run.
Nothing to buy, nothing to grind
No currency. No skins. No loot. No energy timer. No daily reward to remember to collect. No
account, no sign-in, no password.
dOid is one dot and one tap on the day you install it and on the day you delete it.
Made to be looked at
A dark room, one lit ring, and hazards that are only ever shapes. Every visible edge is exactly
the edge that ends the run — nothing is drawn wider than it really is, and nothing glows into
a space it does not occupy, because the entire game is a judgement about whether a dot fits through
a gap.
Screens
One tap reverses youBeat your own bestNo shop. No timers.One dot, and nothing else
Press kit
Factsheet
Title
dOid
Developer
Tomáš Chalupník
Genre
One-tap arcade dodger, single player
Platforms
Android, iOS
Orientation
Portrait, one thumb
Languages
English. The whole interface is about two dozen words, and there is no narration
Offline play
Plays exactly the same offline - no part of the game waits on a network
One dot, one tap. Reverse to dodge. A minimal arcade game about nerve.
The pitch, in one paragraph
dOid is a one-thumb arcade dodger with a single verb. A dot waits motionless on a fixed line
until your first tap; from then on it never stops, and every tap reverses it. Hazards rise from
the bottom of the screen and touching one, or a screen edge, ends the run. Because the dot moves
sideways at exactly the speed the hazards rise, every threat is a readable diagonal — the
game shows you the price of a decision before you pay it. The score rewards nerve rather than
survival: passing close to a hazard is worth far more than keeping away from one, and close passes
that follow each other quickly are worth more again. There is no currency, no shop, no timer and
no account.
Key art
1024 × 500
Assets
The screenshots above are downscaled for this page. Full-resolution 1080 × 1920 frames, the key art and the icon are available on request. They are not a download here yet: a pack is published once its frames are of a build somebody can actually install.
This page is the canonical press kit and lives permanently at
doid.online.