Arc Duel

๐ŸŽฏ Arc Duel

Set the angle. Set the power. Read the wind. The ground you are standing on is the ground you are shooting away.

โš™๏ธ Settings
Shells
Wind
Ground
Range
Rounds
Walking
Clock

Range is how far apart you start. Ground decides how even the two starts are. Wind that changes is harder, so each mark shows the wind it was fired in.

Wind 0
26
45ยฐ
55

๐Ÿ’ฅ Pick a shell

๐ŸŽ’ Pick your shells

Choose 3. You always keep the Shell.

Player 2

Pass the device over. Your controls are hidden until you tap.

Round over

๐ŸŽฏ Two numbers

Angle is how steeply you fire. Power is how hard. Drag from your own base to aim roughly, then use โ–ผ and โ–ฒ to get the last degree. That last degree is usually the whole game. Then press Fire.

๐Ÿ’จ The wind

It pushes the shell sideways the whole way, so it bends the arc. The number is always on screen, and the flags lean with it. A long, high shot spends longer in it than a flat one.

๐Ÿ“ Miss, then close in

Every shot leaves a mark where it landed. Overshoot, undershoot, split the difference. A near miss still does damage, so getting closer pays even before you hit. The ring when a shell goes off is how near counts.

๐Ÿงจ The ground

Every blast digs a round hole, so you can dig into a hill or under someone. If the ground beside you goes, you slide down, and a long fall hurts. A shell goes off on whatever it touches: the ground, a base or a crate.

๐ŸŽ’ Pick a shell for every shot

Tap the shell button to see them all. The right one depends on the wind and the ground you have now, and both change.

Swapping costs you your marks. A different shell flies differently, so marks from another shell go hollow.

โ›ฐ๏ธ Moving the ground

Three shells do no damage. A dirt ball heaps up a mound. Liquid dirt fills the low ground level, like water. A riot blast strips ground away wide and shallow.

Drop enough dirt on somebody and they are buried: they cannot shoot until they dig out, which costs a turn. It never hurts them, and digging always works. There are only a few of each per round.

๐Ÿ‘๏ธ Tracers

Tap ๐Ÿ‘๏ธ and the game draws exactly where your aim would land, without firing and without using your turn. You get three each round, on every level, even Veteran.

๐Ÿ“ฆ Crates

Every so often a crate floats down between you, where you can both shoot for it. Hit it, or land near it, and you get what is inside: spare shells, a tracer, a shield that soaks up one hit, a parachute that cancels one fall, or one of two big shells. Nothing in a crate wins a round on its own.

๐Ÿšถ Walking

With Walking on, each side gets a tank of fuel every turn. Walk with โ—€ and โ–ถ before you fire. You can climb a gentle slope but not a cliff. Firing ends the turn.

๐Ÿ” Looking around

Each turn starts framed on the two of you. Drag anywhere but your own base to move the view, pinch or use โˆ’ and ๏ผ‹ to zoom, and โ›ถ to see the whole field (tap it again to come back). The strip along the bottom always shows the whole field, both sides, the crate and every mark.

๐Ÿ”Ž What you are looking at