About this game

Force Field is a setup puzzle. You place emitters, press launch, and then have no further input at all — the fields you left behind have to do the entire job. That makes every placement a prediction rather than a reaction.

Attract and repel are the same equation with opposite signs, which is more useful than it sounds. A pair placed either side of a gap acts as a funnel. An attractor placed just past a barrier pulls the orb around it rather than into it. And because the orb carries momentum between fields, the order you place them in matters as much as where.

How to play

  1. Tap to place an attractor. Hold Shift (or use the Push toggle) to place a repeller instead.
  2. Each circuit gives you a limited number of emitters. Z removes the last one.
  3. Press Space to launch the orb from the left.
  4. The orb must reach the green target. You have three attempts per circuit.
  5. Eight circuits complete the run.

Physics mechanics

Here is what the simulation is actually doing while you play.

Linear falloff

Each emitter's force is proportional to (1 − distance/radius), reaching zero exactly at the drawn circle. That makes the edge readable, which an inverse-square field would not be.

Attract and repel symmetry

Repel is attract with a negative sign. A matched pair on opposite sides of a gap therefore produces a stable channel the orb is squeezed along.

Momentum between fields

Between emitters the orb coasts on whatever velocity it has. That is why placement order matters: a field that acts on a slow orb has far more effect than the same field acting on a fast one.

Bounded gravity

A small downward gravity is present so the orb does not travel forever in a straight line. It is weak enough that the emitters dominate.

Why placement order matters

A field changes an orb's velocity by applying a force over the time the orb spends inside it. A slow orb spends longer in the circle and is therefore deflected far more than a fast one passing through the same field. That means an emitter placed early — while the orb is still slow — does much more work than an identical one placed late, and it is why the standard solution to a hard circuit is one emitter near the launcher and one near the target rather than several in the middle.

Objective

Route the orb from the launcher to the target using only the emitters you place.

Scoring

  • Reaching the target awards 500 points plus 150 for each unused emitter and 200 for each unused attempt.
  • There is no partial credit for getting close.
  • Undo is free and does not consume an attempt.

Scores, favourites and play history are stored in your own browser using localStorage. There is no account, no leaderboard and no server: clearing your browser data clears them, and they do not follow you to another device.

Tips

  1. Place the first emitter close to the launcher. The orb is slowest at the start, so a field there has the biggest steering effect for the least strength.
  2. Attract past a barrier, not before it. An attractor placed just beyond an obstacle pulls the orb around it. One placed before it pulls the orb into it.
  3. Pair them as funnels. An attractor on one side of a gap and a repeller on the other makes a reliable channel.
  4. Watch the first attempt properly. Attempt one is worth spending on information. The orb's natural path tells you exactly where a field is needed.
  5. Fewer emitters score far better. Each unused emitter is worth 150 points — more than most time bonuses on the site. A minimal solution is the high-scoring one.

Difficulty

Hard. The emitter budget shrinks from six down to two while the barrier count rises, so late circuits have exactly one workable solution. The lack of real-time input makes it purely a planning problem.

Features

  • Attract and repel emitters with visible, hard-edged radii
  • Limited emitter budget that shrinks as circuits get harder
  • Three attempts per circuit, with the layout preserved between them
  • Barriers and disruptors that force indirect routes
  • Eight circuits of increasing constraint

How accurate is this?

Physics Arcade games use simplified, tuned physics built for playability. They are not scientific simulations: forces, masses and timings are chosen because they feel good at 60 frames per second, not because they match measured values. Where a game departs from real-world behaviour in a way that matters, the game page says so.

Force Field – FAQ

Can I move the orb once it has launched?

No. That is the design. Everything has to be decided before you press launch.

What is the difference between attract and repel?

Only the sign of the force. Attract pulls the orb towards the emitter; repel pushes it away with the same falloff and strength.

Do emitters stay between attempts?

Yes. A failed attempt leaves your layout intact so you can adjust it rather than rebuild from scratch.

Why does the orb sometimes stop?

It ran out of momentum. Fields do not add energy indefinitely — if the orb drops below a minimum speed the attempt ends.