How Scoring Works in Kitty Jump
A single jump in Kitty Jump is worth 1 to 10 points, and then a combo multiplier and a perfect-landing bonus are applied on top. The maximum a single jump can pay is 30.
Jump distance versus block width
Everything starts from one ratio. You do not steer the cat in the air — you choose one number, how long you hold. And the game judges you against one number, how wide the block you are aiming at is.
The chance of landing is set entirely by the width of the block you are aiming at: land anywhere within its edges and you score. So the ratio
ratio = gap ÷ block width
is really how long you have to hold divided by how much error you are allowed. Across the game's generated maps that ratio only ever falls between 0.375 (a wide block very close by — almost any hold works) and 4.0 (a narrow block far away — you have to be precise).
The difficulty score (1–10)
That ratio is converted into a difficulty between 0 and 1, then mapped onto a 1–10 score:
difficulty = (ln(ratio) − ln(0.375)) ÷ (ln(4.0) − ln(0.375))
difficulty score = 1 + round(difficulty × 9)
The logarithm is not decoration. Perceived effort scales with the ratio of durations, not their difference — a 200 ms hold and a 300 ms hold feel far more different than 1,200 ms and 1,300 ms. A linear scale would also squash almost every jump into the bottom two or three points and make scoring feel flat.
| Gap | Block width | Ratio | Difficulty score |
|---|---|---|---|
| 13 | 33.3 | 0.39 | 1 |
| 20 | 33.3 | 0.61 | 3 |
| 33 | 33.3 | 1.00 | 5 |
| 30 | 20 | 1.50 | 6 |
| 40 | 12.5 | 3.20 | 9 |
| 50 | 12.5 | 4.00 | 10 |
This is why the game never feels like it speeds up. Nothing gets faster. The blocks just stop being generous.
The combo multiplier
Every successful jump in a row adds +0.1 to the multiplier, starting at ×1.0 for the first jump of a run. It stops climbing at ×2.0, which you reach on your eleventh consecutive jump.
| Jumps in a row | Multiplier |
|---|---|
| 1 | ×1.0 |
| 2 | ×1.1 |
| 5 | ×1.4 |
| 10 | ×1.9 |
| 11 or more | ×2.0 |
The multiplier resets to ×1.0 the moment you miss a block — which is what makes a long run compound, and what makes a careless jump late in a run expensive.
Perfect landing bonuses
A landing counts as perfect when the cat stops within 15% of the block's width from its centre. That tolerance is proportional, so a wide block is not automatically easier to score a perfect on than a narrow one — you have to mean it either way.
A perfect landing pays a flat bonus equal to how many perfect landings you have made in a row, up to +10. Chain three perfect landings and the third pays +3; chain twelve and you are still getting +10 for each. Miss the centre and the perfect streak resets to zero — but unlike the combo multiplier, missing a block entirely is the only thing that ends the run.
One deliberate detail: the perfect bonus is added after the combo multiplier is applied, and is never multiplied by it. If perfect bonuses compounded with the combo, a long clean run would run away into absurd numbers and the difficulty score would stop mattering.
A worked example
Suppose you are on your 5th jump in a row, aiming at a block 20 units wide that is 30 units away, and you land 2 units from its centre. It is your third perfect landing in a row.
ratio = 30 ÷ 20 = 1.50- Difficulty works out to 0.586, which rounds to a difficulty score of 6.
- Fifth jump in a row → combo multiplier ×1.4.
- The perfect tolerance is 20 × 0.15 = 3.0, and your 2-unit offset is inside it — and it is the 3rd perfect in a row, so the bonus is +3.
score = round(6 × 1.4) + 3 = 8 + 3 = 11 points
So the same physical jump that is worth 6 points on its own pays nearly double once a run is going and you are hitting centres. That is the whole scoring design: get consistent first, then get accurate.
Your best score
Kitty Jump keeps a single high score per browser, stored locally. It is overwritten whenever a run beats it, and it survives replaying. There is no leaderboard and no account, so it is always you against your own last run.