Touch: drag anywhere above the launcher to aim (the dotted guide shows bounces and the landing cell), release to fire; pull well below the launcher to cancel a shot; tap NEXT or the launcher to swap orbs · Keyboard: Left/Right (or A/D) to aim, Space, Up or Enter to fire, X, Shift or Down to swap, P or Esc to pause, M to mute. Mouse: point to aim, click to fire.
About:
An aim-and-match orb shooter in the spirit of the 2000s Flash classics, made in-house for Leetdom. A cluster of coloured orbs hangs from the loft of a night-sky observatory. You fire one orb at a time from a brass astrolabe: three or more of a colour pop, and anything left no longer hanging from the loft falls away for a doubling bonus. Bank shots off the walls. The dotted guide shows the whole path, bounces included, and a ghost marks the exact cell the orb will land in. Every few shots the loft lowers a notch, and if the cluster crosses the line the level is lost.
There are 36 levels across three lofts (Dusk, Aurora and Eclipse), each scored out of three stars against a par, with new colours, Cinders that never pop and only fall, and buried Novas that go off when something next to them pops. Popping and dropping fills a charge ring that hands you a Nova, which blasts a hole in the cluster, or a Prism, which matches any colour. Drift is the endless mode: miss too often and a fresh row pushes in from above. You are only ever offered colours still on the board, and every colour carries its own mark (diamond, ring, star, triangle, crescent, square) so it plays fine for colour-blind players. Everything in it, the art, the sound and the soft music-box loop included, is drawn and synthesised in code.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-09-30: built and playtested on a simulated phone (390x844, real CDP touch). Taps drove the title and level-select menus, 14 real touch drags aimed and fired and each orb landed in the exact cell the preview ghosted, and tapping NEXT swapped the queue. An in-page harness then fired 400 random aims (253 of them bank shots) across 20 levels and the landing cell matched the previewed cell every time; a node harness checked 6,000 more aims against an independent fine-step simulation. A greedy bot cleared all 36 levels. Loss, retry, level clear with stars, Drift mode and landscape letterboxing all checked with no console errors. No network requests, no analytics. QA pass 30 Sep 2026: independently re-played on phone (real CDP touch), landscape and desktop (keyboard + mouse, storage blocked); pars re-derived from a human-like bot (aim error, imperfect choices) because the greedy-bot pars gave three stars on only 11% of human-like wins; the heart loft redrawn as a real heart; soft generative music added; drag-to-cancel made forgiving and labelled; swap control now pulses until first used.
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