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
Scene
Shells
Wind
Ground
Range
Rounds
Moving
Clock

Range is how far apart you start โ€” further is harder, because there is more hill in the way and a shot needs more of everything. Ground decides how even the two sides start. Wind that moves is harder โ€” every mark you have left on the map was fired in a different wind, so each one shows the wind it was fired in.

Wind 0
45ยฐ
50

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 โˆ’ and + to get the last degree โ€” that last degree is usually the whole game.

๐Ÿ’จ The wind is the opponent

It pushes the shell sideways the whole way, so it bends the arc rather than sliding it. The number is always on screen. 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.

๐Ÿงจ The ground goes away

Every blast digs a hole. Ground only ever gets lower, never higher โ€” so nobody can be walled in. But if the ground under you goes, you fall, and falling hurts.

๐ŸŽ’ Five shells, and you pick one every shot

Not once a round โ€” every single shot, as often as you like. The right shell depends on the wind you have now and the ground that is left, and both change while you are playing.

Swapping costs you your marks. A different shell flies differently, so the dots from your last few shots no longer tell you anything. They go hollow when that happens, to say so.

๐Ÿ‘๏ธ Tracers

Tap ๐Ÿ‘๏ธ and the game draws exactly where your current aim would land โ€” without firing anything, and without costing you the turn. You get a few each round.

It is the one piece of help that does not come from the difficulty you picked: even on Veteran, where no arc is ever drawn for you, you can still buy three.

๐Ÿ›ก๏ธ Shields and parachutes

Found in crates. A shield soaks up one hit completely. A parachute cancels one fall. Both are used up the moment they save you, so they buy a turn rather than a fortress.

๐Ÿšถ Walking

Turn Moving on and each side gets a tank of fuel every turn. Walk with โ—€ and โ–ถ before you fire โ€” you can climb a gentle slope but not a cliff, and dropping a long way hurts, exactly as it does when the ground goes out from under you.

It is the answer to being stuck: if nothing you have can reach from where you are standing, walk somewhere it can. Firing ends the turn, so the choice is always move first, then shoot.

๐Ÿ” Looking around

Drag anywhere that is not your own base to move the view; pinch to zoom; tap the strip along the top to jump there. โคข shows the whole field again, and that is always where a round starts.

The strip along the top is the whole field, always โ€” both sides, the crate, and every mark you have left. However far in you look, nothing is ever lost.

๐Ÿ“ฆ Crates

Every so often a crate appears between you, out in the open where you can both see it and you can both shoot for it. Land near it โ€” with anything, even by accident โ€” and you get what is inside: spare shells, or one of the two big ones you cannot get any other way.

Nothing in a crate can win the round on its own. Even the biggest, landed dead centre on somebody at full health, leaves them standing.

โ›ฐ๏ธ You can move the ground too

Three of the eight do no damage at all. A dirt ball heaps up a wall. Liquid dirt runs downhill and fills the low ground level, like water. A riot blast strips dirt away wide and shallow, where the shovel digs deep and narrow.

Drop enough dirt on somebody and they are buried โ€” they cannot shoot until they dig out, which costs them a turn. It never kills them, and digging always works. There are only a few of each per round, so burying somebody buys you time rather than the match.

๐Ÿ”Ž What you are looking at