points 0
wave 1
escaped 0 / 10
power
XVI
Horizon
Stop the rockets from hitting the edges.
- draw slowly for a wide band, quickly for a thin one. Wide bands are stronger than thin ones
- position where the lines come from and steer clear of launch sites
- stop the rockets to score, but keep an eye on your lines, they fade over time
- escape a line that reaches the edge. Ten, and the game is over
- power drawing uses it up. It refills over time and after every wave
game over
0 points
0 lines caught, held until wave 1. Best combo ×1.