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
- avoid the launch sites, where the rockets start. You can't draw over them
- stop the rockets to score. Your lines fade over time, so keep an eye on them
- escapes happen when a rocket 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 rockets stopped, reaching wave 1. Best combo ×1.