Games · In development
Chaplinko
A one-button game: a ball runs down a walled track, you switch which wall magnet pulls it, and you race the clock to the goal.

Chaplinko is a game with one verb. A ball runs down a walled track, both walls are magnets, and all you ever do is switch which one is pulling. There’s no steering and no jumping. The skill is timing: you learn a track well enough to switch at exactly the right moments, then come back and do it a second faster, the way you’d learn a Trackmania map. Levels last about a minute, restarts are instant, and a countdown keeps you honest.
It started life as a vertical slice in 2024, and there’s a video of that version further down. In September 2026 I took it apart and rebuilt it in Unity 6. The one thing that had to survive was the feel of the ball, which I had tuned by hand the first time round, so before any code moved, every one of those numbers was written down and moved into data, where they have been frozen ever since.
One button, used well
Every switch locks the magnets for 0.85 of a second. Without that you could hold the ball dead straight by hammering the button. With it, you commit to a wall and live with the choice for a moment. On a phone you tap the side you want pulling, or turn on one-button mode and tap anywhere. Since a one-button player’s first press always flips them to the left, nothing in the first forty metres of any level is allowed to care which wall you’re on.
Medals come from the time left on the clock, pickups included. Coin mode reuses the same levels with more coins than one run can reach, and the medal depends on how few runs it takes you to bank them all. If the ball wedges itself somewhere and stops making progress, a 3-2-1 appears and it’s lifted back to the start of that stretch, Lakitu style. The seconds you lost are the only punishment.
Three zones so far
The Lab is a Portal-ish test facility, and the tutorial: fifteen levels in three acts, from the first switch to an exam, each act closing on a level easier than the one before it. It teaches lanes, speed strips, time pickups, holes that teleport you (one of them lies) and magnetic junk that the pulling wall flings around.
The Arcade is a pinball table. Slingshots and pop bumpers throw the ball, rails carry it off and shoot it out, targets drop gates further on, and a ball lock holds you until it decides to let go. The magnet stays live through every throw and ride, so the trick is choosing your wall before you land. Its first fifteen levels got built, played and sent back, and the redesign is called “the table plays back”: flippers fire on their own, because the player only ever gets the one button.
The Site is a construction zone, still in greybox, and its trick is the wrecking ball. Every so often your ball turns into one for a while: it hangs from a cable, hovers instead of rolling, and the clock drains fast until you smash enough houses to win the seconds back. The first version caught the ball and let it go again, and my verdict after playing it was “no control whatsoever”. It’s being rebuilt as a heavy bob that the magnets can only drag slowly, with its full weight swinging behind it.
The front end had an art pass too. The title screen is a row of tiny tracks, one ball on each, every lane switching its magnets on its own beat, so the row drifts out of step into waves and zigzags and lines itself back up once a minute.
Where it started
The 2024 slice had the same single button: you flipped the pull between a magnet on the left and one on the right, against a countdown. When the clock ran low, pulsing text and a ticking sound turned up the tension, and the music followed the magnet from side to side. My part of that project was the magnet attraction, the ball behaviour, the bonus-time triggers, and the countdown and feedback logic, built on top of the Doozy UI toolkit. The magnet icon and the animated hourglass in today’s HUD both came over from that version, half-turn and wiggle included.
Where it stands
The Lab’s fifteen levels are built and tuned. The Arcade is being rebuilt around its redesign, and the Site’s fifteen levels are waiting for the heavy wrecking ball to be tuned. Next comes an alpha on itch.io with a feedback form, then a free release, and eventually phones. After the Site there’s a roster of eleven more zones on paper, among them a factory where you manage the heat, ski slopes with a long jump scored on speed, a jungle and a minigolf course. That is a lot of zones for a game with one button, and I’m aware of it.










