Six cities. One battery. Wave after wave of warheads coming down.
Tap the sky and a flak shell goes up. Time it right and the blast takes a warhead with it, and if you are lucky it takes the one beside it too, and the one beside that. Chaining is how you score, and with the ammunition you are given it is also how you survive.




A new launcher every tenth wave
You get one launcher per wave, picked from a strip that drains away in a few seconds while warheads are already on their way down. Whatever you pick is what you have got, and its magazine is the whole of your ammunition until the wave ends.
- FLAKthe balanced burst
- SCATTERsplits into three, for swarms
- LANCEspears straight through a whole column
- PULSEkills nothing, freezes everything
- SEEKERtwo rounds that hunt on their own
- MORTARlobbed, and leaves the sky burning
- ATOMenormous, and it will level your own cities
What is coming for you
Warheads that split apart at low altitude. Dodgers swerve away from your blasts. The armoured ones shed their plating before they die. Hunters do not care about the cities at all and will eat your rounds in mid-air instead. Get a shielded warhead from the wrong side and the plate simply absorbs it. Phantoms fade out between explosions, so you learn to shoot where one ought to be. Burrowers do not go off when they land: they dig in, and you have a few seconds to blast them out before they take the city anyway. Above all that, bomber patrols, and carrier airships that need three hits.
Price
£0.99, once.
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