A spark in a jester's mask guards a carnival generator while clockwork figures walk down at it. This page explains the run, answers what players ask, and tells you where to write.
A person reads that inbox and answers inside two working days. Weekends push it a little.
Four lines save a whole exchange. Without them the answer is a guess:
Drag anywhere on the arena and the spark follows sideways. The gun fires upward by itself — position is the only thing you own.
Figures walk down three lanes and never queue up. One that reaches the bottom is spent at once: on you if you stand in its lane, on the generator if that lane is empty. The generator falling ends the run.
Kills feed experience. Every level-up freezes the arena and deals three upgrade cards; the arena waits for your tap, not for a timer.
There are no rounds and no pauses between them. A threat clock ticks up on its own — bigger packs, shorter gaps, faster walkers, and a boss at fixed steps of that clock. The threat level you reached is the number your run is ranked by.
Cards last for the run and nothing carries over into the next one. That is the whole design: every run builds its own gun from scratch.
A boss arrives instead of a pack: whatever was queued is dropped and nothing else comes out of the top until the fight ends. It drifts down to its station running no mechanic at all, then works its own trick with a volley of shots aimed where you stand.
Crossing 70%, 45% and 20% of its health buys it three seconds of invulnerability with a highlight on — shooting during that window is wasted, and that is the intended read: move, don't fire. If a fight drags, the packs resume around it so the run cannot stall forever.
Sound and haptics are two separate switches in Profile → Settings, and the phone's own silent switch sits above both. Check the game first, the side of the phone second.
The avatar picker reads your gallery, so iOS has to allow it: Settings → JokerJolt → Photos. Nothing is uploaded — the picture is written into the app's own storage on the device.
Saving the card after a run needs permission to add to the gallery. If you tapped "Don't Allow" once, the same Settings → JokerJolt → Photos screen is where it is turned back on. Sharing through the share sheet works without it.
Best threat, best score, runs, bosses, nickname and avatar live on the device only. Deleting the app, resetting it from Settings, or moving to another phone leaves nothing behind — there is no account and no cloud copy to restore from.
Profile → Settings → Language switches the app on its own, independently of the system language. Tap a language to preview it in place; nothing changes until you confirm.
The whole arena is drawn as one canvas and paced by the display, so it degrades rather than stutters. Closing other apps and letting the phone cool down usually puts it back. If it happens on a specific boss, name that boss in the letter.
The game asks once at first launch. Say no and everything else keeps working; change your mind later in Settings → JokerJolt → Notifications.
There isn't one. Nothing in the game is sold: no purchases, no subscriptions, no premium tier. Every card in the pool is available on a first run, and the only thing that unlocks anything is surviving longer.
| Platform | iPhone and iPad, iOS 15.0 or later. There is no Android build. |
|---|---|
| Orientation | Both. Sideways the arena widens and the figures keep their size. |
| Network | Not needed to play. The balance the run reads ships inside the app. |
| Languages | English, French, Greek, Hungarian, Swedish. |
| Price | Free, with nothing sold inside it. |