Bill's Jar
Watch it fill. Take a guess.
Key features
- Watch every single object fall in. The count is never a number you are told — it is a thing that happened in front of you, and you either kept up with it or you didn't.
- The keypad is locked shut until the pour finishes, so nobody gets to count them in one at a time on the way down.
- Shake the jar before you commit. It settles the pile and changes what you can see, and it never changes the answer.
- Scored on how close you got, not on being exact — three out of a jar of two hundred is a superb guess, and three out of a jar of eight is not.
- Five difficulties, all unlocked from the very first launch: Easy tops out around fifty things, Absurd up in the high hundreds.
- No two runs pour the same numbers. Each jar's count is rolled off its step on the ramp, so the eight jars of a difficulty are never a sequence you can learn.
- Twenty-four things to pour — gummy bears, lollipops, rubber ducks, toy cars, gold coins, gems, seashells and more. Each one falls, stacks and sounds like itself.
- A jackpot when you nail it: fireworks, the jar lit up gold, a fanfare. A streak meter when you keep it up. A trophy for the first time you beat Absurd.
Eight jars, one question each
A glass jar sits in front of you and things start falling into it. Gumballs, maybe. Marbles, gummy bears, rubber ducks, gold coins, toy cars, seashells. Twenty-four kinds of thing, and each one bounces, rolls and settles the way it would in your hand — and clinks, knocks or thuds the way it would too.
How many went in?
You type a number and commit to it. The jar counts them out, and you find out how close you were. Eight jars to a run, each one bigger than the last.
No counting on the way down
The keypad stays shut for the whole pour. That is deliberate: the game is a test of estimating a pile, not of tapping a counter, so you have to sit and watch it happen and form an impression the way you would at a fairground.
Shake it
Before you commit you can shake the jar. Everything tumbles and re-settles, which changes what is visible from the outside and gives you a second read on the same pile. It never changes what is in there — it just changes what you can see.
Close counts
Scoring is on how close you were relative to the size of the answer. Missing by three on a jar of two hundred is a superb guess; missing by three on a jar of eight is not, and the score says so. Even a wild answer scores something. It is a carnival game, not an exam.
Five difficulties, all open
Easy opens on a handful and tops out around fifty. Absurd opens near a hundred and finishes up in the high hundreds. Every difficulty is available the first time you launch it — nothing to unlock, nothing to grind.
No two runs pour quite the same numbers either: every jar's count is rolled off its step on the ramp, so the eight jars of a difficulty are a shape you learn to read rather than a sequence you memorise.
When you get it right
Guess within a whisker and the jar lights up. Guess it dead on and the jar turns gold, fireworks go up and a fanfare plays — the rarest thing in the game gets the loudest moment. Keep guessing well and a streak builds in the corner. And the first time you finish an Absurd run with a real score, there is a trophy waiting for you.
What is not in it
No timer. No shop, no currency, no ads. No daily streak to keep alive. You play a run, you find out how close you got, and you either go again or you don't.