✳ Tiny Joy Lab

Rules

  1. Drag on the battlefield to aim, or adjust the angle and power sliders, then fire. Gravity and the current turn's wind determine the trajectory. The wind arrow shows the direction of drift. Ordinary shells are unlimited; special ammunition is finite.
    How it works: Set angle and power, check the wind, then fire. Explosions reshape terrain. This aiming diagram is not a guaranteed shot.
  2. You and every surviving opponent alternate turns. Each turn starts with 100 energy. Moving costs energy, repair costs 25, shield costs 20, and firing needs 35. Movement and supplies must leave 35 energy available. Firing ends the turn. Steep slopes and other vehicles block movement.
  3. Shells cause area damage and carve the ground. Heavy shells make larger craters. Cluster rounds split into three at the apex. Drill rounds penetrate the surface before exploding, useful for collapsing high ground. Large falls cause extra damage; molten ground also hurts vehicles. A shield absorbs 55 damage and a repair restores 43 armor.
  4. There are four chapters and 24 campaign stages, introducing Brute, Scatter and Digger enemies. AI evaluates a limited set of trajectories using the real terrain and wind, with aim error. Destroy all opponents to win; zero player armor loses. Simultaneous destruction is a loss.
  5. Win coins to buy limited ammunition and supplies or permanently upgrade cannon, hull and drive. First clears pay more than repeats. Campaign supplies are genuinely consumed; re-equipping does not refill them for free. Ordinary shells always remain available. Keep at least 65% armor for three stars, 30% for two, otherwise one.
  6. Daily uses the day's fixed terrain, opponents and standard kit without consuming campaign supplies. Skirmish randomizes the region and squad. Battles, coins, upgrades, ammunition, progression and stars save in this browser. Overview and the mini-map help locate distant opponents.

How it works