Polarity
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Play to set a score, then submit it to the board.
About Polarity
Polarity gives you exactly one control, and it changes the whole board at once. A steel ball rolls down a narrow track scattered with fixed magnets, and every tap flips all of them together between attraction and repulsion. You never steer the ball directly. You choose when the field changes and let it bend the ball's path for you. Gates sit across the track between two amber posts, and threading one builds a combo that multiplies each gate's ten points, up to eight times. Red spikes end the run on contact, and the camera never stops scrolling down, so a ball caught hovering near a magnet soon gets pushed off the top of the screen. Things get harder a few sections in: magenta magnets that always do the opposite of the cyan ones, stronger double-ringed cores, narrower gates and a faster scroll. A faint dotted line traces where the ball would go if you flipped right now. That makes each tap a small prediction you can check before you commit. Flips have a short cooldown and are held until it ends, so good timing beats tapping faster. Because the board comes entirely from a seed, a challenge link puts a friend on exactly the same course.
How to play
- A steel ball rolls down an endless board studded with fixed magnets. Tap the board, press Space, Arrow Up/Down, F, J or K, or hit the FLIP button to start.
- Every flip switches all magnets at once between PULL and PUSH; the chip above the board shows the current mode. Cyan (+) magnets follow that mode, magenta (−) magnets do the opposite, and a dotted line previews where a flip would send the ball.
- Cross a gate between its two amber posts to score 10 points times your combo, up to ×8. Rolling past a gate outside the posts resets the combo to zero but keeps your score.
- Touching a red spike ends the run, and so does falling behind the camera, which scrolls down faster the deeper you go. P or Esc pauses, and switching tabs pauses automatically.
Strategy & tips
- Watch the dotted preview line before every flip. It traces the next 20 ticks under the opposite polarity, so you can see whether a flip curves you toward the gate or into a spike.
- Flips have a short cooldown: after one, the next can land no sooner than 10 ticks (about a sixth of a second) later. A tap during the cooldown is held and fires the moment it ends, so tap once rather than mashing.
- Protect the combo. Five gates in a row are worth 150 points, and from the eighth straight gate every one pays 80, so swinging wide to thread a gate is usually worth more than playing safe.
- Keep some speed. The scroll starts slow and roughly doubles deeper down, so a ball parked against a pulling magnet will soon be pushed off the top of the screen. Flip to PUSH to break free.
FAQ
Why do some magnets push when I set PULL?
Those are magenta (−) magnets. They always do the opposite of the cyan (+) ones, so one flip can pull you toward one magnet and push you from another. They start appearing a few sections in, and later you also meet strong magnets with a double ring.
How is the score calculated?
Each gate you pass is worth 10 points times your current combo, capped at ×8. Missing a gate resets the combo but never takes away points. The distance in metres is shown for interest only and does not add to the score.
Is every run the same?
No. Each new run uses a new seed that sets the whole board. A challenge link replays the sender's exact seed, so both of you face the same magnets, spikes and gates. Challenge runs don't count toward your personal best.