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Radial Defender

Radial Defender

You orbit the rim of a circle. Enemies crawl outward from the center along radial spokes. Tap left or right to rotate, auto-fire inward, survive the waves.

How to play

The screen shows a circle divided into ten radial spokes. Your ship sits at the outer rim and snaps between adjacent spokes. Enemies spawn at the small inner ring on a random spoke and crawl outward; if any of them reaches your rim you lose a life.

More: full rules and tips

Tap the left half of the canvas to rotate your ship one spoke counter-clockwise; tap the right half to rotate clockwise. Hold to repeat the step. Your ship auto-fires bullets inward along its current spoke — to kill an enemy you have to be aligned on the same spoke when your bullet meets it.

Clear every enemy in a wave to advance: the next wave spawns more enemies, faster, and they move outward faster too. You have three lives. Every kill is worth 10 and every cleared wave 100. There is no ceiling on the difficulty, so every run ends sooner or later. When the last life is gone the run ends and your score is final.

Tips & strategy

Don't camp one spoke. Your bullets are fast, but the auto-fire interval (about a fifth of a second) is long enough that a stream of enemies can pile up faster than you can shoot through it. The right play is to constantly hop between spokes that have enemies, killing the closest one on each spoke first, so no single column ever gets close to the rim.

Triage by radius, not by spoke order. The enemy nearest the rim is the one about to kill you, full stop — ignore spoke geometry and just rotate to whichever enemy is most outward. Newcomers near the center can be left for next pass; they cost zero life if they're still inside the inner third of the ring.

Use the half-screen tap zones, don't aim with your finger. New players try to tap the spoke they want, which is slower and less reliable than just tapping the side you want to rotate toward and counting the steps. One tap = exactly one spoke. Hold = continuous. With ten spokes, the worst case is five taps to reach the opposite side — that's faster than you think.

Enemies and bullets never change spokes: a bullet only meets enemies on the spoke it was fired from, and an enemy stays on its spoke all the way to the rim. So the only way to kill an enemy is to be sitting on its spoke while your shot travels down it — plant, let a shot or two go, then move on. The fire rate is fixed at one shot every 0.22 seconds, and each shot kills one enemy, so you can never score more than about four and a half kills per second. The waves keep escalating with no ceiling: each wave adds two enemies, the gap between spawns shrinks by 75 ms per wave down to 0.525 s at wave 10 and then by 12% every wave after that, and enemies crawl a little faster every wave. From about wave 17 they spawn faster than anyone can shoot, so every run ends; in our simulation a bot that always turned to the outermost enemy lasted about four minutes (waves 18 to 20).