# Eramethor

> Eramethor - hits the target in time, avoids losses and increases points

Canonical page: [https://chrome-stats.com/d/com.mavyb.eramethor](https://chrome-stats.com/d/com.mavyb.eramethor)

## Overview

- **ID:** `com.mavyb.eramethor`
- **Platform:** Android
- **Type:** Android app
- **Status:** Removed
- **Publisher:** O-DIGITAL-AI LTD
- **Category:** GAME\_SPORTS
- **Version:** tdytgfhyfyth
- **Last updated:** 2026-03-21
- **First published:** 2026-03-21
- **Publisher country:** GB
- **Size:** 9.00 MB
- **Data as of:** 2026-04-08
- **Store listing:** [Google Play Store](https://play.google.com/store/apps/details?id=com.mavyb.eramethor)
- **Privacy policy:** [https://doc-hosting.flycricket.io/eramethor/20621ba6-a07c-4b47-8372-7f85d8ff160a/privacy](https://doc-hosting.flycricket.io/eramethor/20621ba6-a07c-4b47-8372-7f85d8ff160a/privacy)

## Description

Eramethor is a reflex game in which the player must react to targets appearing on the screen and touch them within a limited time. Each target is dynamically created at different positions within the playing field and becomes immediately active for interaction. The input system registers each touch in real time and processes it without delay, ensuring that every action of the player has an immediate effect on the game. The targets do not remain static and require constant focus, as the player must adapt to rapid changes in position and reaction time.<br><br>The movement of the target is controlled by an animation system that generates continuous segments of different directions within the boundaries of the screen. Each segment of movement ends and resumes with a new direction, creating an unpredictable pattern that increases the complexity of the interaction. As the level increases, the speed of movement and the frequency of direction changes increase, requiring faster reactions and greater accuracy from the player. The size of the target gradually decreases, making it harder to hit and increasing the demand for better control of the on-screen input.<br><br>Each target has a limited time of existence that is managed by an integrated timing system. A visual time indicator is constantly decreasing and shows exactly how much time the player has left to react. If the object is not touched before the time reaches zero, the system registers a mistake and activates the corresponding penalty. This mechanism creates a constant cycle of pressure where the player must balance speed and accuracy to avoid unnecessary losses and maintain progress in the game.<br><br>The point system is built on the basis of real-time performance. The points earned for each target depend on the time remaining at the moment of touch, rewarding faster reactions with higher values. In addition, each level adds an additional bonus to the points, increasing the importance of progress and motivating better performance at higher levels. The total score is updated instantly and saved as a maximum record on the device if exceeded, creating a consistent comparison system for each new session.<br><br>The game uses a life system that limits the number of mistakes allowed during a session. Each missed objective reduces the number of lives and directly affects the continuity of the game. When the number of lives reaches zero, the game automatically ends and stops all active processes, including animations and the generation of new objectives. This system creates a clear risk structure where every action has weight and requires careful performance management throughout the game.<br><br>An additional mechanic in the game is the shield system, which allows the restoration of lives during the game under certain conditions. The player has a limited number of uses of the shield and can activate it only when the necessary conditions are met, such as when lives are not at maximum. Activating the shield immediately affects the state of lives and is reflected in the user interface without delay. This mechanism adds a layer of strategy by giving the player the opportunity to extend the session in critical situations.<br><br>The game&#39;s progression is organized into levels with defined requirements for passage. Each level requires a certain number of accurate hits to advance to the next level. With each new level, game parameters such as speed, target size, and reaction time change to increase the difficulty. When the maximum level set by the system is reached, the game ends successfully and displays the final result. All key statistics, including points, lives, and progress, are updated in real time and continuously displayed on the interface for full player control. Eramethor also includes pause and resume functions that control the flow of the game at any time.

## Permissions and access

### Permissions

- `com.android.vending.CHECK_LICENSE`
- `com.mavyb.eramethor.DYNAMIC_RECEIVER_NOT_EXPORTED_PERMISSION`

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Source: [Chrome-Stats](https://chrome-stats.com/d/com.mavyb.eramethor)
