On this page
What a magnet does to the geometry
A collectible game is built on a tension: the safe line and the valuable line are different lines. A magnet temporarily collapses that difference by pulling pickups toward you, so for a few seconds the safe line is the valuable line.
That is the whole effect, and it is more interesting than it sounds, because it means a magnet is not a bonus — it is a temporary change to what the correct play is. Before it, you were trading risk for value. During it, you are not.
Why the radius is small
Ours pulls pickups within a modest radius and applies a force proportional to closeness, so items near the edge drift slowly and items nearby snap in.
A large radius would remove the geometry entirely: you would fly wherever you liked and collect everything, which turns seven seconds of the game into a cutscene. A modest radius instead rewards being near a pattern while flying safely — which is a real decision about where the safe line should run, rather than the absence of one.
It also means a magnet is worth much more in a dense section than a sparse one, which gives the player a reason to hold it for a few seconds rather than being indifferent about when it runs.
Using it properly
The single adjustment that roughly doubles a magnet's value: fly the safe line while it is active.
The instinct is the opposite. A magnet feels like permission to be greedy, so players chase patterns during it — which means taking the same risks they always took, plus a slightly larger collection radius. That is a small gain.
Flying the safe line instead lets the magnet do the greedy flying for you. You collect nearly as much and take none of the risk, and at a high combo multiplier that difference is the whole point.
When a magnet is worth the detour
Magnets are a pickup like any other, which means collecting one has a cost.
- In a dense collectible section: almost always worth it.
- In a sparse section: usually not — seven seconds of pulling nothing.
- Above ×2.5 combo: only if the line is already safe.
- When the game records collection: more valuable than usual, because it affects the metric that is actually stored.
That last point matters in Sky Coin Run and Desert Wings, where the personal best is a collection total rather than a score. A magnet in those games is closer to a shield in value than to an ordinary bonus.
Why the magnet does not pull power-ups
One deliberate limitation: the magnet attracts collectibles and nothing else. It does not pull power-ups toward you.
The reason is that it would compound. A magnet that collected the next magnet would produce runs where one lucky pickup cascades into permanent uptime, which is exactly the kind of runaway effect arcade balance is supposed to avoid.
It also keeps the decision intact. Power-ups are placed off the safe line for the same reason collectibles are, and a magnet that removed that distance would turn every power-up into an automatic collect rather than a choice.
Key takeaways
- A magnet temporarily collapses the difference between the safe line and the valuable line.
- The radius is deliberately modest so being near a pattern still matters.
- Fly the safe line while a magnet is active — let it do the greedy flying instead of you.
- Magnets are worth most in dense sections and in games whose recorded metric is a collection total.