Score 0
Best -

Depth Charge

Steer your destroyer along the ocean surface and drop depth charges on the submarines patrolling below. Their torpedoes come up after you — keep moving.

How to play

The top eighty pixels of the screen are the ocean surface where your destroyer sails. Drag your finger anywhere in the surface band to move the ship — it follows your fingertip horizontally.

The rest of the screen is the water column, with three or four horizontal depth lanes. Submarines drift left or right along these lanes at varying speeds. Tap anywhere in the water to drop a depth charge from your destroyer's current position. The charge sinks at a steady speed and explodes when it touches a sub or when it reaches the seabed.

A charge that touches a submarine destroys it. Deeper subs are worth more points (lane 1: 30, lane 2: 50, lane 3: 70, lane 4: 90). Subs occasionally fire a slow torpedo upward toward your ship's current position — if a torpedo touches the ship, you lose a life.

Three lives, sixty seconds. Killing eight subs advances you a level: faster subs, more frequent torpedoes, fifteen extra seconds. Lives or time at zero ends the run.

Tips & strategy

Lead the lane, not the sub. A depth charge falls for over a second before it reaches the deeper lanes, and a sub moving 40 px/s travels almost a sub-length in that time. Tap a charge ahead of the sub's nose, not on its body — by the time the charge gets there, the sub will have moved into it. The deeper the lane, the bigger the lead. Bottom-lane subs may need almost two body-lengths of lead.

Don't fire while a torpedo is climbing toward you. Charges drop straight down from your ship's current X, which means your ship is also tethered to that X for the moment of the drop. If a torpedo is rising and you commit to a drop, you can't dodge sideways without the charge missing. Read the water before you tap — if there's incoming, move first and drop next cycle.

Use the shallow lane for free points and time. Lane 1 subs are worth only 30 but they're easy to hit and the charge falls less than half a second. When time is tight, prioritize the closest sub regardless of point value. Two cheap kills bank +15 seconds via the level-up just as fast as one expensive one and the wait between them is shorter.

The torpedo aim freezes at launch. When a sub fires a torpedo, the torpedo's path is locked to where your ship was at that instant — it does not track. Watch for the firing flash (a small white burst from the sub's silhouette) and immediately drift sideways. By the time the torpedo reaches the surface, your ship is six body-lengths away and the torpedo passes harmlessly.