Dot Shooter#

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A neon swarm crawls toward the gate, and the participant tears it apart by hand: a swipe across a cluster or a precise tap on the most dangerous dot. Earned credits buy turrets, cannons, drones and destroyers, but the finger still decides - buildings only finish off what the player missed. Two minutes hold ten waves: perk drafts, overloads, armored elites and the JUGGERNAUT boss at the end. Each run comes together differently depending on the picked modules and purchases, so after one game players want to try another build. The arena repaints itself in one of eight palettes on every launch.

Quick facts#

  • Genre: action, defense, 3D
  • Skills: reaction, strategy, dexterity
  • Run length: up to 2 minutes; ends earlier if the shield hits zero or the boss goes down
  • Entry barrier: medium - the basics are obvious (hit the dots), while OVERDRIVE, NOVA and the shop open up as you play
  • Players compete on: score per session and the number of dots destroyed

Who it suits#

  • Young and gaming audiences. Waves, a combo ladder, perks and a boss - it is a proper short action game, not a token one.
  • High-score tournaments. The gap between precise and random play is huge: a careful defense scores several times more than wild swiping.
  • Players who enjoy upgrades and tactics. What to buy first, which perk to take, when to fire OVERDRIVE - participants try different builds from run to run.

How participants play#

Action Method
Attack the swarm Swipe across the dots
Precise strike Tap a dot
Buy or upgrade a building Tap a button in the bottom bar
Open the full shop Swipe up on the bottom bar
OVERDRIVE DRIVE button at the bottom right (or Space)
NOVA NOVA button at the bottom left (or Q / Enter)

Swiping drains energy: continuous dragging lasts about 3.5 seconds, then you need a pause to recharge.
The rhythm is "burst and breathe", not endless dragging. A tap hits harder than a swipe but costs more energy.

Dots that reach the bottom edge breach the defense and drain the shield. Once the shield is empty, the run is over.

Session flow#

A session lasts 120 seconds and is split into 10 waves of 12 seconds.

Waves What happens
1-2 Forgiving start: a breach deals half damage
3, 6, 9 Perk draft - the world and the timer pause, pick one of three modules (after 8 seconds one is picked automatically)
4, 8 OVERLOAD: a fan-shaped volley and a faster swarm for 6 seconds
5, 7, 9 Elites with four armor segments
10 The JUGGERNAUT boss in three phases

Every wave without a single breach restores shield and pays a credit bonus. If the timer runs out with the shield intact, the grid holds.

Mechanics#

OVERDRIVE#

The DRIVE meter fills from kills - manual kills, golden dots and elites fill it fastest. When full it grants 5 seconds of rage:
swiping is free, manual damage is 2.5 times higher, credits are doubled, buildings fire twice as often.

NOVA#

An ultimate that charges on its own by roughly the 60th second. A wave from the bottom edge damages the whole
swarm, pushes survivors back and slows them. A panic button for OVERLOAD and the boss's final phase.

PRIME#

A golden dot appears every few seconds and lives for 3.5 seconds. It pays five times the credits, but is
immune to buildings for the first 1.2 seconds - the participant has to catch it personally. Miss it and the clean-defense bonus is lost (see below).

Combo and streak#

Consecutive kills raise the multiplier: LINK, SURGE, FRENZY, MELTDOWN, SINGULARITY (up to ×3). It applies to both score
and credits. Any breach at the bottom edge resets the streak, so holding the line pays twice.

A separate clean-defense bonus builds up too: every 10 seconds without a breach adds another 10% to credits, up to ×1.5. A breach or a missed golden dot resets it.

Near-miss at the gate#

Wipe out a dot right at the edge, a heartbeat before it breaches, and you earn a separate credit bonus on top
of the usual reward, with its own flash and sound. Letting the swarm get close pays off if your aim holds.

Buildings#

Building Role
TURRET Rapid fire at the nearest target
CANNON Rare volley with area damage
DRONE Chases the nearest target and finishes it
DESTROYER Sweeps the rows, pulls in and clears the swarm

The shop's ECONOMY tab sells swarm upgrades: SPAWN (dots spawn faster), CAPACITY (more dots on the field), VALUE (dots are worth more) and LUCK (golden dots show up more often).

Tips#

  • Hit whatever is closest to the bottom edge - a breach costs both shield and combo streak.
  • Don't burn all your energy at once: keep a reserve for the golden PRIME.
  • Trigger OVERDRIVE during a dense wave rather than a lull - every kill pays double.
  • Save NOVA for OVERLOAD or the boss's third phase.
  • The turret pays for itself first; the destroyer is the priciest but most effective purchase.

Scoring and bonuses#

Every destroyed dot earns points and credits. Manual kills pay more (×1.35 compared to buildings), and on top of that the reward is multiplied by the combo streak, the clean-defense bonus and OVERDRIVE. Beating the boss adds +800 points and ends the session right away. A new personal best is marked on the results screen.

Goal parameters#

Parameter Type Description
minScore number Minimum score per session
minKills number Minimum number of dots destroyed

The score depends heavily on skill: precise play earns several times more than random swiping. Play a couple of demo runs before you pick a threshold.