ScaleSling
by Hadukis
by Hadukis
Sling dragons at troll strongholds and bring the whole thing down. 24 levels of physics demolition across four worlds.
Tap where the dragon should land, or drag it back in the sling and let go. Clear every troll.
ScaleSling is a physics demolition game: trolls hide in wooden strongholds, you have five dragons and a sling, and the level ends when every troll is gone. Twenty-four levels across four worlds, three stars each, seventy-two to collect.
The strongholds are the point. Each one is a real structure held up by its own weight, so a beam taken out low can bring down everything above it and a shot that hits the top does almost nothing — the good shots are the ones that make the building do the work. The trolls are stocky and large-headed on purpose: at forty pixels behind a wall you can still tell one is there.
There are two ways to shoot and both are always available. Drag the dragon back in the sling and let go, which is the deeper control and gives you the whole arc; or tap where the dragon should go, and it flies there, breathes fire just short of the target, and then falls the rest of the way like any other shot. Tapping is on by default, because a five-year-old pointing at a tower should see the dragon get there — the drag is under the same thumb the moment it is wanted, and a switch in the pause panel turns tapping off for good.
The five dragons are not skins. Ember bursts into flame, Frost shatters ice and stone, Bramble splits into three, Storm dashes forward and Umbra slams straight down, and each level gives you a fixed order of them — so the question is not only where to aim but which of the five to spend on which wall.
It plays in landscape and asks you to turn your phone if you arrive holding it upright. Nothing in it talks to the network: the art loads and that is the last request it makes.
ScaleSling is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.