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Voidline

Your ship has no gun. You tether the debris and swing it.

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A top-down space arena where your ship cannot shoot. Instead you fire a tether that latches onto floating debris, and then that debris is your weapon: swing it in an orbit to shred anything it touches, fling it as a projectile, or hold it between you and incoming fire as a shield. Your loadout is whatever the arena happens to be full of.

How it plays

  • Speed matters more than size. Damage is mass times relative speed, so a fast-swung boulder one-shots almost anything and the same boulder drifting does nothing at all. Learning to be moving when you connect is the entire skill curve.
  • Rocks break, and the pieces are still ammunition. Every hit chips the rock you hit with; when it goes, it shatters into two smaller ones that are immediately re-tetherable. A long fight grinds the arena down into gravel, and gravel hits like gravel.
  • You can hold two at once, one on an inner orbit and one on an outer, in two different colours. Two rocks at two radii is the ceiling of what a person can read, and it is enough to keep one as a permanent blade and use the other as a throwing arm.
  • The field thins as the waves escalate. Six drifters in a dense debris field, then seekers, then turrets that shoot slow aimed bolts you can block with a rock, then splitters that break into two more. By wave five there are fewer rocks and more of everything else, and that scarcity is the difficulty — nothing ever just gets more hit points.
  • The boss is the exam. A core wearing six armour plates, and nothing in the game can hurt it except those plates: tether one, tear it off, and fly it into the thing it came from. Six times.

Everything on screen is a generated polygon drawn as additive line art on near-black, in one two-pass neon stroke — a bright core over a wide dim halo — with motion trails on the ship and everything it is swinging. There is no sprite, no font and no audio file anywhere in the build; the rocks, the letters and the sound are all generated at runtime. The arena wraps on both axes, so nothing ever stops.

Plays with KeyboardTouch
A/D or the arrows rotate, W thrusts — there is no brake, so momentum is the whole of your movement. Space (or J) is the only other key and it does three things: tap it to fire a tether at the nearest rock in front of you, tap it again to let that rock go, and HOLD it to reel the rock in tight, which spins it faster. Esc pauses. On a phone the rotate pad and two buttons are drawn on screen.

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