The drill library for Chaos Hockey's training mode — the half of the project aimed at teaching hockey vision: reading space, recognising passing lanes, judging shot quality, and making better decisions under pressure. Each drill asks a different hockey question rather than being the same exercise at a higher speed.
Scores are deliberately large and open-ended. Nobody wants to finish a drill on 8/10 when they could finish on 18,450 — and an unbounded score means there is always room to improve rather than a ceiling to hit.
Shared technology that has to exist before most of the library can be built. These are not drills — they are the things the drills stand on.
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Everything installed in the game right now, generated directly from the game's
own DrillCatalog — so this list cannot disagree with what the app actually offers.
Confirmed in play means a human has played it and said it works; built, not yet played
means it exists and passes its tests, which is a weaker claim and is labelled as one.
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Designed but not built in any form — no code, no catalog entry, nothing in the game. These come from the original design document and are listed separately so what exists is never confused with what is imagined.
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Difficulty is not simply "faster." Each tier tightens the timing windows and the positional tolerances, works the opponents harder, and pays more — and the multiplier is the only thing that touches the score, so a score is always comparable within its own tier. Leaderboards are kept per tier for the same reason.
These are the real values the game runs on, exported
from DrillDifficultyCatalog — the same colours and letters shown in the app.
Every drill trains one primary skill, colour-coded identically in the app and on this page so a colour means one thing everywhere.
What actually happened: time, distance, speed, position, angle, puck velocity, possession, reaction time, accuracy, errors, attempts, successes, turnovers, interceptions, contact events.
What those measurements mean: skating efficiency, puck control, passing and shooting quality, defensive positioning, decision quality, reaction, accuracy, deception, awareness, recovery. This is where the existing evaluators already live.
What the player actually sees: 42,850 POINTS, 8 STREAK, 96% CONTROL, FASTEST REACTION 0.41 SEC, NEW PERSONAL BEST. Keeping this separate means presentation can improve without touching evaluation.
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Not every drill has a correct answer. A player can make an excellent decision — open teammate, good lane, right weight, right moment — and still have the receiving AI fumble it. They keep the high score anyway. Equally, a technically perfect pass into an obviously terrible situation scores badly. The system is built to ask "did you make a good hockey decision?" rather than "did the computer let you win?"