Chocolate Collector
Free eight-direction movement around an open arena, gathering chocolate while drifting hazards close in.
Toggle a magnet that pulls candy toward you and pushes hazards away, managing a charge that never lasts.
Move with the arrows or WASD, or drag on touch. Hold shift, the space bar, or the on-screen magnet button to activate the magnet. The field radius is drawn on screen while active. Release to stop the drain and begin refilling. The magnet cannot be used at all below five percent charge, which prevents the meter from being stuck permanently empty.
| Action | Controls |
|---|---|
| Move in any direction | Arrow keys or WASD, or drag anywhere on screen |
| Activate the magnet | Hold Shift or Space, or the on-screen magnet button |
| Pause or resume | P or Esc, or the Pause button |
| Restart | R, or the Restart button |
| Mute or unmute | M, or the Sound button |
Candy can be collected by touch as normal, or pulled in with the magnet. Pulled candy still has to reach you, so the magnet is most efficient on dense clusters rather than single pieces. Sugar crystals are immune to the magnet entirely and must be collected by hand, which is why the highest-value pickups always require actually travelling into contested space.
Bitter drops drift through the arena and end the run on contact. They are repelled by the magnet, which makes the magnet a defensive tool as well as an offensive one. Iron-sugar shards are the counter to that: they are attracted by the magnet rather than repelled, so using the magnet near one pulls a hazard directly into you. Shard density rises every forty-five seconds.
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Charge Cell instantly refills the magnet meter. Shield absorbs one hazard contact. Sweet Multiplier doubles candy values for eight seconds and pairs naturally with a magnet burst on a dense cluster - the two together are the highest-scoring combination available.
Candy drops are worth five points, gummies twelve, chocolate twenty-five and sugar crystals seventy-five. Collecting five or more pieces in a single magnet activation awards a sweep bonus of one hundred points, which is what makes burst use correct rather than continuous use.
Each magnet activation that collects at least three pieces raises a magnet combo by one tier, to a maximum of four times. An activation that collects fewer than three drops the tier. This directly penalises using the magnet reflexively and rewards waiting for clusters to form.
Candy Magnet Rush is rated Medium relative to the rest of the Candy Arcade library. Difficulty on this site comes from level design, hazard density and timing windows rather than from degrading your controls, and the rating describes how demanding the execution is rather than how complicated the rules are.
The mechanics involved are: Magnet toggle, Charge management, Attract and repel, Open arena, Hazard steering. If this game is too demanding, the candy collection games category page lists the easier games that use overlapping skills.
It pulls candy toward you and pushes bitter drops away at the same time, within a visible radius, while draining your charge meter.
Iron-sugar shards are attracted by the magnet rather than repelled. They appear more frequently as the run progresses.
Roughly a third of the rate at which it drains, so the magnet is a burst tool rather than something you can hold.
No. Sugar crystals are immune to the magnet and must be collected by touching them directly.
Collecting five or more pieces in a single magnet activation awards one hundred extra points.