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Games » Mole Grabber

Mole Grabber

By Leetdom · 2026

Play:

Touch: tap anywhere to drop the grabber; tap again while it is reeling something in to throw a Fizzbang and blow the catch up (if you have one); once the goal is met a Done button appears; tap it twice to end the cave early · Keyboard: Space, Enter or Down drops the grabber; Up (or B) throws a Fizzbang; D ends the cave early once the goal is met; 1-5 buy in the shop; P or Esc pauses; M mutes. Mouse clicks work like taps.

About:

A swinging-claw treasure game in the spirit of the 2000s Flash classics, made in-house for Leetdom. Pim the mole stands at a little winch above a cutaway cave, and a grabber on a rope swings back and forth beneath him like a pendulum. Tap to shoot it straight out along its angle. It grabs the first thing it touches and Pim cranks it back up. Heavy things come up slowly: a big lump of gold is worth a lot but takes an age, a boulder is worth almost nothing and takes just as long, and a crystal is light and very valuable. Burlap grab-bags hold anything from a handful of cash to a free Fizzbang, or just moths. Orange cave beetles wander back and forth, and some carry a crystal on their backs. Red firecap mushrooms go off when you touch them and take everything nearby with them.

Each cave gives you 60 seconds to reach a money goal that keeps rising. Between caves, Burl the toad runs a swap stall with a changing stock: Fizzbangs to blow up a bad catch while it is still on the rope, Grubroot Tonic to crank faster, Clover Moss for better grab-bags, the Pebble Almanac that makes rocks worth four times as much, and Glint Wax that makes crystals worth half as much again. Money you spend counts against the next goal, so shopping is a gamble. Every cave is laid out fresh, in one of five styles: scattered, a gold vein, a wall of rocks shielding the deep treasure, pockets, or shelves. Your deepest cave and best haul are saved. Everything in it, the art, the sound and the little music-box loop included, is drawn and synthesised in code, with no image or audio files at all.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-09-30: the rules live in core.js, which node balance bots run directly. QA re-tuned the goal curve against a casual-player bot (4-6 degree aim error, 200-300 ms think time, 12% random grabs including rocks, whim shopping, 30% quit early with Done): about 80% clear cave 6, about 70% reach cave 10, and the curve steepens from cave 10 so casual runs end around caves 15-17. A near-perfect bot (3 degrees, instant) reaches cave 14 about 85% of the time and is stopped in the high teens and twenties. An upright phone gets a narrower cave shown about 40% bigger. In the browser: real CDP touch on landscape (844x390) and portrait (390x844) phones, and mouse and keyboard on a 1280x800 desktop. Checked the title, start, touch drops that grab and bank money, a Fizzbang thrown by tapping while reeling, the two-tap Done button, a real-touch shop purchase, the next cave, time-up game over and one-tap retry, pausing on a hidden tab, P to pause, and running with localStorage blocked. Zero console errors and no network requests.

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