Tether: a cable whip that hits harder than it looks
On screen is a ball tied to a cable. Put your cursor or finger on the end of the tether and grab it, and a harmless rope turns into a weapon. Tether looks deceptively simple: one finger, one mechanism, no attack button. The whole skill is figuring out what actually does the hitting here.

You steer the anchor, not the ball
The key is that the controls point at the tether end, not the weight. You pull the anchor, and the ball hangs off it and builds up speed by inertia: it overshoots, swings, and on a hard stop flies on along the arc. Hence the main rule — aim not where the ball is now, but where it will be in a moment. A short flick of the wrist gives a powerful lash; a slow move barely hits anything.
The string scores, not the ball
The ball itself is harmless. It is the taut cable that kills enemies — the straight line between the anchor and the weight. When that string sweeps across a target, it bursts into sparks and that is one point. So a hit is not the ball landing on something, it is the angle at which the cable crossed the screen. A long lever and a fast swing turn one flick into several kills at once.
Both ends can get you killed
Both ends of the system are vulnerable. If an enemy reaches the ball or the anchor point, the run is over and the score goes to your record. So you are swinging the whip and guarding its handle at the same time — you can't get carried away with a swing and expose the weight to a ram. Almost every death in Tether is not "too slow" but "forgot the other end is alive too".
Three enemies, three tell patterns
The first is a leaning ram that comes straight at the tether — meet it with the string from the side. The second is an "eye" that slowly tracks right onto the ball and turns red before it strikes — here it is better to lead the weight away than to try to intercept. The third charges up and fires in short dashes — it is worth knocking out on approach, while it lines up with the cable. The crossing angle matters more than speed.
Waves and a daily streak
It opens with tutorial runs of one enemy each — ten seconds and the whip mechanic clicks. Then the groups get denser and automatic waves kick in, with more types and less room on screen. Plus a login streak: play each day and your ball's color changes, while the record is stored locally and does not depend on other days.
The takeaway
Tether is about physical honesty instead of buttons. You have no attack, no shield, no upgrades — only the weight's inertia and a taut string. The player who wins is the one who stopped steering the ball and started predicting the arc. One flick, several sparks — that is the entire thrill.