Comet Juggler: One More Run
Pop the bouncing scrap, thread the salvage rings, and go again before the whistle.
Pro game
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About Comet Juggler: One More Run
Comet Juggler: One More Run is a seventy-five second shift in a tiny spacecraft scrapyard. A magnet-tug rides a rail along the floor of the yard and fires a cable straight up; the scrap comets that bounce around the yard split in two smaller ones when the cable touches them, and the smallest ones simply vanish. Slide with the arrow keys, A and D, a stick, the on-screen pair, or just drag a finger or the mouse, and hold Fire to keep the cable going whenever it has reloaded.
Every pop keeps your combo alive for a second and a half, and the longer the combo the more each pop is worth. Those are the easy points: the low, close comets that one cable can reach before they get to you. The dangerous points hang in salvage rings. A ring floats in mid-air for a few seconds, and a comet popped while its centre is inside it pays five times as much and adds three links to the combo. But the rings hang where the cable is slowest to arrive and the comets come fastest, and a cable that reaches the roof without touching anything breaks the combo on the spot.
A comet that touches the tug costs one of three fenders. Clear a bay of every comet and the yard gives you seconds back and rolls in the next bay: more, smaller, quicker. Twelve pops in a row start the Magnet Surge, with three cables at once, no reload and slow time for six seconds. Every run adds one rule of its own, today’s shift is the same for everyone, and the best run you have flown plays beside you as a ghost.
How to play
- Slide the tug along the rail with the arrow keys, A and D, a stick, the on-screen pair, or drag a finger or the mouse.
- Hold Space, Up, W, Ⓐ or the Fire button to send cables up. A comet that a cable touches splits in two smaller ones; the smallest vanish.
- Each pop keeps the combo alive for a second and a half. Pop a comet inside a glowing salvage ring for five times the points and three more links.
- A cable that reaches the roof without touching anything breaks the combo. A comet that touches the tug costs a fender, and three fenders end the shift.
- Clear every comet in a bay for a time bonus and the next bay. Twelve pops in a row start the Magnet Surge: three cables at once and slow time.
Controls
- Arrow keys or A and D, left stick, the on-screen pair, or drag — move the tug
- Space, Up, W or Z, Ⓐ or RT, or the Fire button — send a cable up
- P, Escape or Start — pause
Frequently asked questions
How long is a run?
A shift is seventy-five seconds on the clock, a little longer with the Long shift rule, and each bay you clear gives a few seconds back. Lose all three fenders and it ends sooner. Restarting is one button.
Why did my combo break when nothing hit me?
A cable that flew all the way to the roof without touching a comet is a miss, and a miss breaks the combo. Wait until a comet is above the tug before you fire, or let the combo timer run out and start again.
How do the salvage rings work?
A ring appears dim for a moment, then glows green. A comet popped while its centre is inside a glowing ring pays five times as much and adds three links to the combo. The ring burns out after a few seconds, or as soon as it has been used.
What is the Magnet Surge?
Twelve pops in a row. For six seconds the tug fires three cables at once without reloading, and the yard runs in slow motion. A miss or a dent ends it early only through the combo, which you must build again to start another.
Can I make it easier?
Yes. In Settings, Pace: Relaxed runs at three-quarter speed, Assist makes the cables wider and the rings bigger and the tug a little harder to dent, and Toggle instead of hold makes Fire press-to-start, press-to-stop.