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⌨️ Mouse — the ship follows the cursor, WASD / arrows — fly
Arcade Action

Voltwing

A vertical space shooter made for a phone held upright. Drag anywhere on the screen and your fighter follows the move — your finger never covers the ship — while its guns fire on their own. Only the small red core at its centre can be hit, so you slip through gaps in the fire that look far too tight. Squadrons come in waves: weaving darts, divers that turn and hunt you, gunships that hold a line and shoot, spinners that fill the screen with rings of fire. Every cleared wave drops a power core that widens your guns up to five levels, a shield takes one hit for you, and every sixth wave a carrier arrives with patterns of its own.

How Voltwing works

Your fighter fires on its own, all the time; your only job is where it is. On a phone, put a finger down anywhere and drag: the ship moves with your finger, a little further than it, so a thumb at the bottom of the screen can fly it everywhere without hiding it. On a computer the ship follows the mouse, or fly it with WASD or the arrow keys.

Only the small red core in the middle of the ship can be hit. The wings and the glow do not count, so the gaps in enemy fire are wider than they look. You have three ships; a hit costs one, takes your guns down a level and clears the bullets right around you for a fresh start.

Each cleared wave sends down a power core marked P, and some foes drop one too. Every P widens your guns, up to five levels; a shield, marked S, takes one hit for you. Darts weave down the screen, divers drop in and then turn to hunt you, gunships hold a line and fire at you, and spinners send out rings of bullets. Every sixth wave is a carrier with three patterns that turn fiercer at half health. The gold gems foes leave are points, pulled to you at the end of a wave. Your best is kept in this browser.

Tips for Voltwing

  • Watch the red core, not the ship. Only the core can be hit, so a gap that looks too tight is often wide enough.
  • Keep your thumb low on the screen. The ship moves further than your finger, so small moves go a long way.
  • Stay under what you want dead. Your guns only fire up, and wide guns need you close to the middle.
  • Rings from a spinner have gaps. Move through a gap early instead of dodging sideways at the last moment.
  • Divers aim where you are when they turn. Move just as they turn and they fly past.
  • Grab every P. Each one widens your guns, and a hit takes one back.
  • Against a carrier, stay in the lower middle: its rings are widest there, and you can drift left or right through the fans.

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