Touch: tap where to fire (the snail turns and flicks a beetle there; drag before lifting to fine-tune); tap the snail to swap the current and next beetle · Keyboard: Left/Right arrows (or A/D) aim, Space or Up fires, S, Down or Shift swaps, P or Esc pauses, M mutes. The mouse also works: move to aim, click to fire, right-click to swap.
About:
A marble-chain shooter in the spirit of the 2000s Flash classics, made in-house for Leetdom. Coloured beetles march nose to tail along winding garden trails toward a burrow. Your snail sits in the middle and flicks beetles into the line. Put three or more of a colour together and they scuttle away. When the two ends of a gap match, the front of the line snaps back to meet the rest, and if that makes another three, it pops as well. Each pop in a row is a chain reaction and scores more than the last. You also score a bonus for firing through a gap in the line to hit a beetle behind it, and for a streak of shots that each pop something.
The progress bar fills as you pop beetles. When it is full the line ends: the back of the line turns tail for home, and you clear the front stragglers to finish the trail, with a bonus for how far they were from the burrow. Now and then a beetle wears a glowing badge. Honeydew slows the line, Homesick makes it back up, a Puffball blows apart everything nearby, and a Glowworm gives you an aim line and faster shots. Your snail only ever holds colours that are still in the line. There are 25 trails across five gardens: Mossbank, Fern Hollow, Toadstool Dusk, Rainpond and Ember Leaf. Later gardens bring more colours, faster lines, two lines at once, and trails that cross over and under each other on little log bridges. You have three snails, and you earn an extra one every 25,000 points. Everything in it, the art and the sound included, is drawn and synthesised in code, with no image or audio files at all.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-09-30: the chain core has node unit tests (359 checks): inserting at every index on both sides, pops, backward gap closing, 2- and 3-step chain reactions, rear push, specials, the gap-shot bonus, tunnels, win and lose, plus 75 fuzzed 90-second runs over all 25 trails that check for overlapping beetles every tick. In the browser: real CDP touch on a landscape (844x390) and portrait (390x844) phone, and mouse and keyboard on a 1280x800 desktop. Checked title, start, touch aim and fire, swapping, pause, a lost life and retry, a cleared trail, pause on a hidden tab, and running with localStorage blocked. Zero console errors and no network requests. A human-like bot cleared almost all of garden 1 and about 30-60% of runs on the hardest garden 5 trails. Independent QA pass 2026-09-30: unit tests re-run (359 original + 42 new checks pass), real CDP touch re-checked in both phone orientations (the portrait view rotates the garden; taps and drags fire exactly where the finger is), snail-tap swap confirmed with differing colours, out-of-snails and final victory screens reached, debug hook absent without ?debug=1. Long trails were shortened (only the front 32 beetles, or 20 per line on two-line trails, stay once the line ends) and no trail starts under the score bar.
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