FIELD MANUAL
THE HILL
Two squads of four worms take turns trading fire across a hillside that remembers every hit — each blast carves real holes out of the ground. Worms that fall in the water are gone for good. Last squad standing keeps the hill.
MOVING & LOOKING
Drag anywhere on the hill to look around, and pinch with two fingers to zoom. Finding out where the enemy is shouldn't cost you anything, so the battlefield is yours to scroll at any time. Tap once on open ground to snap the view back to your worm. Whatever zoom you set is kept — nothing drags the camera back in on its own.
Walking lives on the strip along the bottom. Hold WALK ◄ or WALK ► and your worm sets off; let go and it stops. JUMP sits between them — that's how you clear a wall or get out of a crater.
A worm that hops lands and stands up. Only a worm caught by a blast gets thrown and rolls.
SHOOTING
Your worm is the catapult. Put a finger on it and pull back — the band stretches out behind, the shot flies the opposite way, and how far you stretch is how hard it goes. A dotted arc shows the opening of the flight. Let go to loose it.
Changed your mind? Slide back onto your worm before releasing: the shot is called off and only the angle is kept. Then hold FIRE if you'd rather wind the power up on a meter instead of by eye.
YOUR TURN
You have 30 seconds, and firing ends it. The wind arrow and the drifting pollen bend bazooka shells — grenades barely feel it. A worm caught by a blast gets thrown and tumbles, so a near miss that rolls someone into the water counts just as well as a direct hit.
ARSENAL
Tap the round ARMS button in the corner. The bazooka and grenade never run out; everything else is counted, and when it's gone it's gone.
BAZOOKA — flat, fast, and shoved hard by the wind. GRENADE — bounces, blows on a three-second fuse; ideal for dropping into craters. CLUSTER BOMB — pops on impact and throws five bomblets over the surrounding ground. SHOTGUN — two instant shots with no arc to misjudge, and the turn stays yours until you've fired both. MINE — set it down, walk away, and wait for someone to wander past. DYNAMITE — planted at your feet with a five-second fuse. AIRSTRIKE — tap the hill and a flight comes in across the wind. HOLY GRENADE — one per match, and it takes the hill apart. TELEPORT — tap anywhere solid and simply be there.
Plant a mine or dynamite and you get four seconds of retreat — walking still works, shooting doesn't. Use them.
SUPPLY DROPS
Every few turns a crate comes down on a parachute. Walk into it to take it: weapons top up your scarce ammo, red ones patch a worm back up. They land where they land, so getting one usually means breaking cover.
HAZARDS
Blast throw and long falls both hurt. Water is fatal. A downed worm doesn't rest — it detonates a moment later, so finish enemies at range unless you fancy a chain reaction. And if neither squad can close it out, sudden death arrives: the sea starts rising, and it doesn't stop.
THE STREAK
Every win against the Red Squad extends your streak; a loss resets it. Your best streak posts to the Pocket Arcade world board under your call sign.
KEYBOARD
←→ walk · ↑↓ swing crosshair · SPACE hold to charge, release to fire · W change weapon · J jump · ENTER backflip
ARSENAL
VICTORY
THE HILL IS YOURS