Magnet Latch by Fair Go gives you one verb. Hold the screen and the ball is pulled toward the nearest metal anchor; let go and it keeps whatever velocity that pull gave it. There is no jump button, no thrust and no steering. Everything you do is a decision about when to hold and when to release.
That constraint is what makes the movement interesting. Holding all the way to an anchor slams you into it. Holding briefly and releasing turns the pull into a curve, and stringing those curves together is how you cross a room in three fast arcs instead of six careful ones. The field lines are drawn while you hold, so you can see the force you are applying rather than guessing.
The hazards do not move around the ball, they sit in the paths you want to take. Saw blades spin on fixed mounts in the obvious gaps, and laser gates pulse on a cycle that is just slow enough to wait out and just fast enough that waiting costs you the time bonus.
Energy crystals are placed off the safe line, so a clean fast run and a fully collected run are usually two different routes through the same level.
The result screen shows completion time, crystals collected and the level best, and the shop turns crystals into magnet skins and field-line colours.
Settings expose the attraction strength and falloff so the physics can be tuned to taste.
Magnet Latch by Fair Go is fully offline. No account, no purchases, no ads mid-level. Just a held thumb, a curve you shaped and a saw you cleared by nothing.
Hold to magnetise, swing between anchors, dodge the saws.