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Seven games built around steady, accurate mouse control. Defaults live in config/games/precision.lua.
Set any option as a server-wide default in config/games/precision.lua, or pass it in a single call to change it just that once. Every game also accepts the shared options (canCancel, title, theme, …) - see the Overview.

Track

A target dot drifts around the board. Keep your cursor near it to fill a lock meter; the meter slips back when you stray off it. Export: exports['awoken_minigames']:Track(opts) - returns true only on a win.
Presets
drainRate sets how much a slip costs: at 0 the meter only ever climbs, near 1 a slip loses ground almost as fast as you gained it.

Trace

Drag along a drawn shape from start to end, staying on the line without straying off too many times or running out of time. Export: exports['awoken_minigames']:Trace(opts) - returns true only on a win.
Presets

Cut

Hold and drag a blade along each dashed guide line, staying on the line across every segment without slipping off too many times. Export: exports['awoken_minigames']:Cut(opts) - returns true only on a win.
Presets

Calibrate

Drag a row of knobs to their hidden target values, guided only by a hot/cold indicator on each. Then hold them all in range at once for a moment to lock in. Export: exports['awoken_minigames']:Calibrate(opts) - returns true only on a win.
Presets

Waveform

Adjust the wave’s height, speed and (optionally) offset to match a target wave, then hold every setting on target for a moment to lock it in. Export: exports['awoken_minigames']:Waveform(opts) - returns true only on a win.
Presets
Every setting must sit on target at the same moment for the whole settleMs, so raising params to 3 adds a whole extra dial to hold steady - a bigger jump than it looks.

Thread

Steer a dot from the bottom to the top through gaps in sliding walls. Touch any wall and the run ends. The walls speed up with each row you clear. Export: exports['awoken_minigames']:Thread(opts) - returns true only on a win.
Presets

Reach

A randomly generated maze you can see only a few cells of at a time. Drag the token from start to goal without scraping the walls. A wall touch isn’t instant failure - the token is pushed back, one mistake is counted, and timePenalty comes off the clock. The run keeps going until you run out of mistakes or time. Export: exports['awoken_minigames']:Reach(opts) - returns true only on a win.
Presets
Keep the cursor close to the token and drag smoothly - fling it too fast and the token can skip across a wall and still bank a touch. The maze always has exactly one path from start to goal.