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
| Action | Touch | Mouse | Keyboard |
|---|---|---|---|
| Steer | Drag anywhere | Move pointer | WASD or arrow keys |
| Dash (short burst, 2 s cooldown) | Double-tap or Dash button | Click | Space |
| Pause | Pause button | Pause button | Esc or P |
| One more (after a run) | One more button | One more button | R |
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
| Event | Effect |
|---|---|
| Collect a shard | 10 points × current combo multiplier |
| Collect another shard within 1.5 s | Combo multiplier +1 (maximum ×9) |
| 1.5 s without collecting | Combo resets to ×1 |
| Hit a hazard | Combo 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 active | All 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.
| Symbol | Power-up | Effect | Lasts |
|---|---|---|---|
| ◯ | Shield | Absorbs the next hazard hit: no time penalty and your combo survives | 10 s or one hit |
| ◷ | Slow-mo | Hazards move at half speed | 4 s |
| U | Magnet | Pulls shards within a short radius toward you | 6 s |
| ×2 | Double | Doubles points from shards and near misses | 5 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.
| Day | Twist |
|---|---|
| Sunday | Classic Sunday — The original rules. No twist. |
| Monday | Magnet Monday — Every power-up is a Magnet. |
| Tuesday | Turbo Tuesday — Hazards move 25% faster. |
| Wednesday | Wide Wednesday — Shards are bigger and easier to grab. |
| Thursday | Shield Thursday — You start with a Shield. |
| Friday | Frenzy Friday — Power-ups appear twice as often. |
| Saturday | Swarm 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
- Beginner's guide: from your first run to 8,000 points
- Combo math: why chains beat speed
- Dashing and near misses
- Daily twists strategy
Design notes last updated 2026-11-08. Numbers will change as playtests reveal what feels fair.
Want to test these rules?
Free in your browser, no sign-up. Confirm your email afterwards to save scores and join the leaderboard.