Challenge Mode
Configure challenge-specific parameters for direct challenge launches. Applies to: Challenge view and the Games (Balloon Pop / Color Chase / Alien Squat Shooter, where noted).
| Parameter | Type | Default | Applies to | What it does internally |
| exercise | string | — | Challenge, Assessments/Games (as selector) | Which exercise to run. Accepts an exercise title or a 20-character exercise ID. For Experience views, the same parameter selects which assessment or game to launch (e.g. "tugtest", a game key) |
| countdown | number | exercise default | Challenge | Duration of the challenge in seconds — overrides the exercise's own configured duration. This is NOT the 3-2-1 preparation countdown (that one is fixed). Note: the challenge intro screen displays the exercise's stored duration; the override takes effect when the challenge actually starts |
| reps | number | — | Challenge | When set, converts the challenge into a rep-target challenge (finish N reps) instead of a timed one |
| gameTotalRounds | number | 10 | Color Chase ONLY | How many rounds the Color Chase game lasts. Values ≤ 10 use the fixed level table; values > 10 are procedurally generated with increasing difficulty (more colors, shorter memorize time). Ignored by every other game |
Alien Squat Shooter ignores reps, countdown, and gameTotalRounds — its rounds and ship counts are fixed.
Balloon Pop — rounds mode (special case):
When you launch the Balloon Pop game and pass reps, the game switches from the default 30-second escalating-difficulty timer mode into a rounds mode, and the two challenge parameters are repurposed:
reps= number of roundscountdown= number of balloons spawned per round (defaults to 2 if omitted)
The game ends after all rounds are completed (balloons never time out in this mode; only a 5-minute safety cap applies). The HUD shows a round counter instead of a timer, and the difficulty stage indicator is hidden.
| Configuration | Behavior |
reps: 4, countdown: 2 | 4 rounds × 2 balloons = 8 total pops |
reps: 3, countdown: 3 | 3 rounds × 3 balloons = 9 total pops |
reps: 6, countdown: 1 | 6 rounds × 1 balloon = 6 total pops (very easy) |
reps not provided | Default timer mode (30s, escalating difficulty) |
Challenge Mode Configuration
Swift example:
1// Via customParams for challenge integration
2kinestex.createChallengeView(
3 exercise: exerciseId, // direct
4 customParams: [
5 "countdown": 5,
6 "reps": 20,
7 // Color Chase only:
8 "gameTotalRounds": 15
9 // Balloon Pop rounds-mode example:
10 // "reps": 4, "countdown": 2 → 4 rounds × 2 balloons
11 ]
12)