Set the angle. Set the power. Read the wind. The ground
you are standing on is the ground you are shooting away.
โ๏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
Arc Duel needs WebGL2, and this browser did
not give it one. Try updating the browser, or another browser.
26
45ยฐ
55
๐ฅ Pick a shell
๐ 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
๐ฏ Two numbers
Angle is how steeply you fire. Power is how hard. Drag from
your own base to aim roughly, then use โผ and โฒ to get the last degree.
That last degree is usually the whole game. Then press Fire.
๐จ 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.
๐ 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.
๐งจ 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.
๐ 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.
โฐ๏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.
๐๏ธ Tracers
Tap ๐๏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.
๐ฆ 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.
๐ถ Walking
With Walking on, each side gets a tank of fuel every turn. Walk
with โ and โถ before you fire. You can climb a gentle slope but not a
cliff. Firing ends the turn.
๐ Looking around
Each turn starts framed on the two of you. Drag anywhere but your own
base to move the view, pinch or use โ and ๏ผ to zoom, and โถ 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.