Game guide

How ONE MORE plays

These are the live playtest rules. Numbers may change as playtests show what feels fair; anything not yet playable is labelled.

The run In playtest

Every game is one 60-second run inside a circular arena. You steer a glowing orb. Amber diamond-shaped shards appear around the arena; violet square hazards sweep across it. Collect shards, avoid hazards, and keep your combo alive until the timer runs out.

A hit doesn't end the run. It resets your combo and costs 3 seconds from the clock, so one mistake hurts without ruining the attempt. That's what makes “one more” tempting: you can always see where the points were.

Controls

ActionTouchMouseKeyboard
SteerDrag anywhereMove pointerWASD or arrow keys
Dash (short burst, 2 s cooldown)Double-tap or Dash buttonClickSpace
PausePause buttonPause buttonEsc or P
One more (after a run)One more buttonOne more buttonR

A dash fires in the direction you're moving, or the way you last moved if you're standing still, and makes you invulnerable for 0.2 s, so a well-timed dash through a hazard is a skill, not luck. The ring around the arena is your timer. Hazards are squares and their hitbox is exactly the square you see; the wall stops you without sticking, so you can slide along it.

Scoring

EventEffect
Collect a shard10 points × current combo multiplier
Collect another shard within 1.5 sCombo multiplier +1 (maximum ×9)
1.5 s without collectingCombo resets to ×1
Hit a hazardCombo resets, −3 s on the clock, then 0.5 s of grace (unless a Shield absorbs it)
Near miss (dash through a hazard)+25 points, combo kept
Double power-up activeAll points above ×2

Because the multiplier caps at ×9, a long clean chain is worth far more than scattered pickups: nine quick shards in a row score 450 points, while nine separate pickups score 90. Routing matters more than speed.

Power-ups In playtest

A hexagon appears about 8 seconds in, then every 10–15 seconds. Only one is on the field at a time, and it disappears after 6 seconds (it blinks in its last second). Each type has its own symbol and colour.

SymbolPower-upEffectLasts
◯ShieldAbsorbs the next hazard hit: no time penalty and your combo survives10 s or one hit
◷Slow-moHazards move at half speed4 s
UMagnetPulls shards within a short radius toward you6 s
×2DoubleDoubles points from shards and near misses5 s

Timing matters: grab Double right before a long combo chain, and Magnet when shards cluster. Power-ups spawn from the arena seed, so on the Daily Arena everyone gets the same ones in the same places.

Daily twists In playtest

Each day of the week the Daily Arena has one rule change (India time). Quick Play always uses the classic rules.

DayTwist
SundayClassic Sunday — The original rules. No twist.
MondayMagnet Monday — Every power-up is a Magnet.
TuesdayTurbo Tuesday — Hazards move 25% faster.
WednesdayWide Wednesday — Shards are bigger and easier to grab.
ThursdayShield Thursday — You start with a Shield.
FridayFrenzy Friday — Power-ups appear twice as often.
SaturdaySwarm Saturday — Two extra hazards on the field.

Modes

Quick Play In playtest

A random arena each time. Best for practice and chasing your personal best.

Daily Arena In playtest

Each day (resetting at midnight India time) uses one seed, so every player gets an identical arena: same shard spawns, same hazard paths. Unlimited attempts; your best run of the day goes on the leaderboard. Because the layout is shared, you can learn a route and compare scores fairly.

Levels In playtest

Thirty fixed arenas, each with its own rule set and a pass mark. Reach the target to unlock the next level; hit the higher marks for two and three stars. The arena for each level is the same for everyone, so you can learn it.

  • Warm-up: Standard rules. Build chains, dodge hazards.
  • Sprint: Only 30 seconds. Every second counts.
  • Magnet Field: Every power-up is a Magnet.
  • Precision: Smaller shards. Steer exactly.
  • Frenzy: Power-ups appear twice as often.
  • Gauntlet: Faster, more frequent hazards.
  • Iron Start: Start with a Shield, but hazards are 30% faster.
  • Endurance: 75 seconds. Pace yourself.
  • Swarm: Two extra hazards on the field.
  • Boss Arena: 45 seconds, fast hazards, smaller shards. Clear it to break through.

Every fifth level is a Boss Arena. Targets were set by simulating many runs of each arena with a consistent test player, then scaled up level by level, so early levels are a fair warm-up and later ones demand clean combos and power-up use. Guests can try Level 1; confirm your email to save progress.

Friend challenges In playtest

After a run, tap Share result. Your friend opens the link and plays the same arena, with the same twist, against your score — with your ghost racing alongside them and a live “ahead / behind” gap. No sign-up needed. Challenge links show only your leaderboard name, never your email.

Campus Clash Planned

Competition formats for schools, colleges and clubs. See Campus Clash for the full plan.

Accessibility and devices

  • Shards and hazards differ by shape (diamond vs square), not color alone.
  • Available: a reduce-effects setting (no shake or glow, fewer particles), sound on/off, full keyboard play, and an on-screen Dash button on touch screens. Planned: high-contrast palette, practice speed (unranked) and remappable keys.
  • Sound is optional and no cue relies on audio.
  • Target browsers: current Chrome, Edge, Firefox and Safari on desktop and mobile. Native apps are not available yet.

Strategy notes from the design

  • Circle the edge of the arena: hazards enter from outside, so the rim gives you the earliest warning.
  • Don't chase a far shard if it breaks your chain; the 1.5 s combo window is the real clock.
  • Save your dash for hazards, not for movement. A cooldown at the wrong moment costs more than it saves.

Go deeper

Design notes last updated 2026-11-08. Numbers will change as playtests reveal what feels fair.

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