MAGNETIC JOUSTING / TEN ROUNDS
A deeply unnecessarydisplay of attraction.
WELCOME TO THE ATTRACTION
Drag to swing. Get close and hold STEADY to steal. Lunge to knock theirs loose.
Steal theirs but lose yours? Zero. Ten rounds. One reputation.
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ROUND COMPLETE
ATTRACTION ON HOLD
TEN ROUNDS / FINAL VERDICT
Names and scores appear publicly in the Hall of Fame.
HARDWARE ROYALTY
SCREWDRIVER DIVISION
Top scores across ten rounds. Ties favor more clean steals, then fewer drops.
Ten rounds against the computer. Each round brings stronger, irregular ship motion: roll, pitch, and heave. The same moving deck affects both players. Each round lasts up to 20 seconds. After a screwdriver comes loose or changes hands, you have a short settling window to secure the steal or recover it.
The same rules apply to the computer. A stolen screwdriver is not also counted as a knock-off. A timeout with both held scores zero.
Beat the computer over all ten rounds to unlock Pickle Mode. Same rules, separate Hall of Fame. Each pickle hangs from a steel skewer: the magnetism is real; the judgment is questionable.
Mouse / touch: drag in the arena to move your magnet. Use Raise / Lower to adjust its height. Hold Steady near the tip of their screwdriver to pull it onto your magnet. Lunge gives your tool a quick forward swing.
Keyboard: WASD or arrows move, Q lowers, E raises, Shift steadies, Space lunges, P pauses. Enter advances between rounds. Type your name after round ten and press Enter to submit it.
Fast direction changes strain your hold. A magnet carrying two screwdrivers has more weight to manage. Keep the movement smooth after a steal.