Dusk artillery
Made with AI help ·
Be the last tank standing to win the round. After the match, the most round wins takes the standings. Ties break on cash, then damage.
You aim, you fire, then everyone waits. The turn ends when the shell, the fire, and the falling dirt are finished.
Drag on the battlefield to set the barrel and the power. A− and A+ nudge the angle. P− and P+ nudge the power.
Keyboard: arrow keys change angle and power in bigger steps. Hold Shift for fine steps. Space fires. Tab, Q, or E switches weapon. A and D drive, if you have fuel.
The wind gauge at the top shows which way the air pushes and how hard, from Calm to 10. Each round starts with its own wind, and it only shifts a little from turn to turn, so your last shot is a good guide. High, slow shots drift the most. The laser sight draws the real curve.
Settings → Wind picks Calm, Normal, or Wild (a fresh wind every turn).
Hits, kills, round wins, and surviving pay cash. Leftover cash earns a little interest. Between rounds, buy weapons, accessories, and upgrades. Sell gives back half of one round. Basic Shell is free and never runs out.
With two or more humans and Pass on, the device shows a private card before the next person's turn. Hand it over. The previous aim stays hidden.
That is the whole rig. Go make a hill regret it.
Pass the device. Humans play on their own turn.
Round 1 of 5