ATOMIC DEFENCE

DEFEND THE SIX CITIES

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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.

Warheads descending on the cities as flak bursts intercept them
Chain the blasts
The launcher selection strip with a draining timer, mid-wave
Choose under fire
A late wave with shielded, phantom, hunter and burrower threats plus a carrier airship
Nine kinds of trouble
The local top ten high score table
Top ten, earned

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.

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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