ARCADE / NEURAL RELAY

Neural Relay

on-device AIScripted AItop-downoperator handoffkeyboard + touch

Move: WASD / arrows · touch stick on mobile

You and the AI share one ship on a 900x900 field, dodging three orbiting hazards while collecting orbs that respawn the instant you grab them. Every 20 seconds control hands off between you and a rule-based co-pilot — a countdown warns you before the switch. The opponent's AI is rule-based (scripted), and it already chases the nearest orb while dodging obstacles on the fly. Each round runs 90 seconds; the result screen breaks down how many orbs you collected versus your AI partner, on top of the combined team score. Restart instantly and chase your best team record.

How to play

Rules

Collect orbs for points while avoiding the three moving obstacles. Control of the ship hands off between you and the AI every 20 seconds — watch the countdown. The round lasts 90 seconds; your combined team score is what counts.

Controls

Move: WASD or arrow keys, or the on-screen stick on touch devices. Movement only — no other buttons.

Tips

Obstacles move in predictable orbits and sweeps, so you can often route through the gap before it closes. When the AI takes over, it beelines for the nearest orb — position yourself near a cluster right before a handoff to set it up for an easy chain.

Behind the game

Neural Relay makes one ship belong to two pilots. You steer it across a square field to collect respawning orbs while three moving hazards orbit and sweep through the space. Then, every twenty seconds, control passes to a co-pilot. The countdown gives warning, but not a pause: the position and momentum you leave behind become the opening situation for the next driver. The team score is shared, while the result also remembers how many orbs each partner collected. That simple handoff turns an ordinary avoidance game into a relay in which a clean setup can be as satisfying as a difficult pickup.

During your turn, do more than chase the nearest orb. The circular hazards and the horizontal sweeper follow readable paths, so wait for a gap, approach an orb cluster from the side with an exit, and avoid carrying speed directly into the next obstacle lane. Just before a handoff, your best move may be to place the ship near several reachable orbs rather than grab one last distant point. The scripted co-pilot is rule-based: it chooses a nearby orb while reacting to obstacles, not from a trained model or ONNX inference. It is competent at a clear local job, but it cannot see a plan you did not prepare. Give it open space and nearby targets; take back control ready to repair a route that changed while it was flying.

Orbs respawn immediately, so a good route is a rhythm of collecting, escaping, and reading the next opening rather than clearing a finite board. A 90-second round is long enough for several exchanges, and every restart varies the live positions and motion phases. The arena remains legible: one bright ship, three hazards with distinct movement, and a timer that makes the next handoff meaningful. Think of it as a tiny shift change in a cosmic delivery room. You and a practical rule-based partner do not need identical instincts. You only need to leave each other a field in which the next good decision is still available.

Rule-based (scripted) · infer < 1 ms

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