Digit Chompers
Iss die richtigen Zahlen.
- IOS
- ANDROID
- Bildung
- Demnächst
Über Digit Chompers
Ein Mathe-Gitterspiel für Kinder. Bewege Bit über ein Zahlenfeld und iss jede Zelle, die der Regel oben entspricht — Vielfache, Teiler, Primzahlen, Summen, Runden, gleichwertige Brüche — während Kreaturen durch das Gitter streifen. Zwanzig handgebaute Level in drei Klassenstufen, ein Übungsmodus ohne Verfolger und ein tägliches Feld.
Funktionen
Ten rule types
Multiples, factors, primes, even and odd, equalities, inequalities, sums and differences, rounding, equivalent fractions and ordering — each exhaustively verified against an independent implementation.
Three grade bands
Early, middle and advanced presets so a parent can pick the level their child is actually working at, rather than guessing from a level number.
Critters that make you think
Patrols you can learn, roamers you cannot park away from, a slow hunter that makes standing still stop working, and a shuffler that rewrites the board behind it.
Seven complete looks
Not palette swaps: each carries its own colours, typeface and chrome, from a soft modern shell to a green-phosphor terminal with scanlines and a four-tone handheld.
Ten chomper skins
Earned by playing. No purchase does anything a child could not do by getting better at arithmetic.
Gentle failure
Encouraging feedback, no timers in practice, no harsh buzzers, and no advertising anywhere in this version.
Der ausführliche Text unten ist noch nicht übersetzt und wird auf Englisch angezeigt.
About Digit Chompers
Move Bit around a grid of numbers. A rule sits at the top — Multiples of 3, Prime numbers, Sums that make 8 — and your job is to eat every cell that satisfies it, and none that do not.
It is the arcade shape that taught a generation their times tables, rebuilt for a phone: crisp swipe-and-tap movement, a board that fits a thumb, and a rule engine that is checked far harder than a game normally is.
The rules are the product
Every rule type — multiples, factors, primes, parity, equalities, inequalities, sums and differences, rounding, equivalent fractions, ordering — is a pure function with a generator and a validator, and each is swept across its entire operand domain against a second, deliberately slow, obviously-correct implementation. Trial division for primes. A full divisor sweep for factors.
That is not thoroughness for its own sake. A wrong “correct” in a maths game does not read as a bug to a seven-year-old. It reads as I am bad at maths.
Critters that ask for attention
Early levels give you a patrol you can learn in one look. Later ones add a roamer that turns at random so no row is safe to park in, a slow hunter that steps toward you — always outrunnable, never restful — and a shuffler that rewrites the number in the cell it leaves, so a board you already read goes stale behind you.
Each behaviour has its own silhouette and its own colour, because an enemy you cannot identify is not a challenge, it is a surprise.
Looks, not themes
Seven complete looks, and none of them is a palette swap. Each carries its own colours, its own typeface and its own chrome — a terminal has square corners and hollow buttons, a handheld has chunky slab borders. The green-phosphor look brings scanlines and a vignette; the handheld one deliberately has none, because a reflective LCD never did.
What it does not do
No advertising. No analytics. No accounts. No network requests of any kind. It never asks for a name or an email, and there is nowhere for it to send one if it did.
Everything it remembers lives in one file on your device, and Settings has a button that erases it.