Drag to aim, release to fire. Hit the enemy tank across the hills — and watch the wind.
You command the blue tank on the left. The red enemy tank sits across the procedurally generated hills.
Drag anywhere on the screen in the direction you want to fire — the further you drag, the more power. A dotted preview shows the exact trajectory the shell would follow with no wind. Release to shoot.
The wind arrow at the top right shows direction and strength. Wind pushes shells horizontally — you must lead into the wind to compensate. The wind gets stronger every level, with no upper limit.
If your shell hits the enemy tank, you advance to the next level (+10 score, wind grows, new hills). If your shot misses, the enemy fires back; if their shell hits you, the game ends. The enemy aims more accurately every level and picks an arc over the hills — early return shots often miss, late ones almost always land.
Score = 10 points for every level cleared. No time limit per shot — take your time to read the wind.
The trajectory preview ignores wind on purpose — that's the whole skill. Look at the wind arrow first, aim so the dotted line would land on the enemy with no wind, then shift the shot into the wind. How far depends on how long the shell is in the air: the sideways drift grows with the square of the flight time, so a shot that stays up twice as long drifts four times as far. The arrow's colour gives the strength band — yellow is light, red is strong, and purple, which only appears after level 11, is stronger than anything in the early game.
Drag length sets the power and drag direction sets the angle; the two are independent. For most distances two arcs reach the target: a flatter one fired at a low angle with a long drag, and a high lob. The flat shot spends less time in the air, so the wind pushes it less — on windy levels prefer the low, long-drag shot and keep the lob for when a hill is in the way.
The enemy fires back if you miss, so a miss is not free. On the first few levels its return shots are loose and most fly wide, which makes a deliberate test shot affordable. Its aim tightens every level with no floor, and it chooses an arc that clears the hills, so from around level 13 roughly nine return shots in ten land. From there on, your first shot has to count.
Hills never make a shot impossible — a long drag can lob over the tallest one. They only block the flatter arcs. If the dotted line stops on the slope in front of you, aim more steeply and drag further until the line clears the crest. The preview uses exactly the same flight physics as the real shell, so where it lands is where the shell lands in still air.