✳ Tiny Joy Lab

Rules

  1. Drag your aircraft to move; firing is automatic. Desktop: arrows/WASD, 1/2/3 for Needle/Fan/Lance, Q for shield, Space for bomb. The gold center circle is the real hit area; wings are forgiving.
    How it works: Drag away from warning lanes; one shield charge protects for 3.5 seconds.
  2. Needle is free. Fan and Lance consume energy, which recovers over time. Teal drops restore energy and green drops repair the hull; nearby drops are attracted. Switch back to Needle if energy runs low.
  3. A shield consumes one charge and protects for 3.5 seconds. Bombs clear existing hostile shots and damage current enemies, but do not erase pending warnings. Carry at most 3 of each.
  4. Each region has patrol survival, transport escort, interception of at least 3 couriers, destruction of at least 4 deck guns, and a three-phase commander. Orange lanes and top arrows warn before activating; regions add winds, ice lines, missiles and beams.
  5. Success repairs 18 hull and earns parts. Choose one hangar service: weapon, armor or capacitor (up to 4 levels each), repair, supplies, or bank the parts. A destroyed transport or a missed objective also ends the voyage.
  6. Campaign has 30 missions. Daily fixes the first region’s five missions for its date; endless cycles all six regions. Progress stays in this browser. Menus, rules, blur and hidden tabs pause and clear input; resume explicitly. A new mode replaces the journey after confirmation.

How it works