Guida ai giochi originali WeightPlayRocce Spaziali
Pilota Rux in tre ondate, dividi le rocce cristalline da grandi a piccole e conserva lo scudo per il nucleo guardiano.
GameplayShooter spaziale a inerzia
DifficultyEasy to Challenging
Estimated Play Time3–10 minuti
Skills TrainedInertia Control · Obiettivo · Risk Timing
World and Mission
The playfield is a wraparound field rather than a set of lanes. A short thrust changes the future path of the ship, so aiming and movement are connected: every shot is also a decision about where the ship will drift next.
Large rocks break into medium and small fragments. Later waves add a moving UFO, Rapid Fire opportunities, denser pressure, and a guardian core that gives the final wave a readable target and payoff.
How the Systems Work
Rotate with Left and Right, thrust with Up or W, fire with Space, and tap or press Shift for a limited Shield charge. Touch controls mirror the same actions for mobile play.
Shots travel through the wraparound field. A large rock splits into two medium rocks, each medium rock splits into small fragments, and every clear contributes to Score, Combo, and the fragment total.
Rapid Fire temporarily shortens the fire interval. Shield absorbs a close hit but has a finite capacity, so holding it for every pass removes the resource needed for the guardian phase.
Wave 3 adds an orange guardian core, while a collision resets the ship and costs a hit. Five hits end the run; clearing all three waves opens the success Result.
How to Play
- Start from Main and tap thrust once to see the opening drift cue before committing to a long burn.
- Rotate toward the nearest large rock, fire in bursts, and let momentum carry the ship around the field.
- Watch for split fragments after every hit; a large rock is not cleared until its smaller children are handled.
- Collect Rapid Fire when it appears, but keep Shield for a close pass or the guardian's crowded phase.
- Clear the three waves, or use Restart to reset the run and practice the first orbit with a clean resource set.
Strategy Tips
- Use short thrusts instead of holding Up continuously; braking is achieved by changing orientation and planning the next arc.
- Shoot before a rock reaches the ship's path, then rotate away from the fragment spread rather than stopping in place.
- A sustained Combo rewards a deliberate sequence of large, medium, and small clears, but survival is more valuable than a risky close shot.
- Use Shield as a timing tool for a crossing, not as permanent armor, because its capacity is limited.
- During Wave 3, keep the ship moving around the guardian and use the orange core cue to prioritize the dangerous target.
Campaign and Difficulty Growth
Wave 1 teaches rotation, thrust, inertial drift, and the large-to-small split chain with a short opening field.
Wave 2 adds more rocks, a moving UFO, and Rapid Fire pressure so aim and movement must be balanced together.
Wave 3 adds the guardian core and denser fragments, rewarding Shield timing, controlled orbits, and confident burst fire.
Developer Design Note
Space Rocks uses an original Canvas field, original ship, crystal-rock, UFO, guardian, particle, and tone language, one uniform responsive logical canvas, low-latency keyboard and touch input, localized cues, score and Best storage, and complete success, failure, Replay, Restart, and Main recovery.
Informazioni del giocatore e salvataggio
Best score and sound preference stay in this browser. No account or purchase is required; clearing browser data may remove this local record.
FAQ
- How does inertia work?
- Thrust adds velocity and the ship keeps drifting, so rotate and use short thrusts to shape the next orbit instead of expecting an immediate stop.
- What happens when a large rock is hit?
- It splits into medium rocks, which split again into small fragments. Clearing the full chain earns score and fragment credit.
- What is Rapid Fire?
- Rapid Fire is a temporary pickup that shortens the time between shots, making a dense fragment field easier to clear.
- How should I use Shield?
- Tap Shield for a dangerous crossing or guardian pass. Its capacity is limited and five unprotected hits end the run.
- What changes in Wave 3?
- Wave 3 introduces an orange guardian core and denser pressure, so the core cue and Shield timing become important.
- Is progress saved?
- The Best score and sound preference are stored locally in this browser. No account is required.
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