Play
Set up a local game against CPUs and press start.
Match Setup
Map
Rules
Scheme
Online
Join a public lobby, or host your own. Refresh to see who is playing.
Campaign
Single-player story campaign. Progress is saved locally.
Map & Scheme Editor
Paint the arena, place the ten spawn points and tune every power-up. Everything here is written to a standard .sch file that the Pascal client can load too.
What the tiles mean
- Brick — a destructible block. Bomb flames destroy it and may reveal a power-up. Bricks are what the starting layout of every match is made of.
- Solid — an indestructible wall. Bombs cannot break it and flames stop at it, so it shapes the corridors.
- Empty — walkable floor. Nothing blocks players, bombs or flames.
- Spawn — where one player starts. Place up to ten; spawn points that share a tile are rejected. Use Spawn team to assign a player to the white or red team in team matches.
- Fill row — fills the clicked row with bricks in one click.
Scheme
Brick density decides how many of the marked brick tiles actually appear when the match starts. 0 % leaves an open arena, 100 % keeps every brick from the canvas.
Power-ups
Born with — how many the player already holds at the start of a round (0 = none).
In bricks (%) — chance that any one brick hides this item.
Each item rolls separately, so with the default 8 % across 14 items
about two thirds of the bricks contain something. 0 % keeps an item
out of every brick.
Forbidden — this power-up never spawns in a brick for this scheme.
Override — forces the item’s strength to the override value instead of the default.
Options
Player
Video
Controls
Click a key, then press the new key to rebind.
Keys
| Action | Default |
|---|---|
| Move | WASD / arrows |
| Place bomb | Space / Enter |
| Punch / trigger | Shift / X |
| Grab / spooge (double) | Double-tap Space |
| Pause | P / Esc |
| Chat | Enter in lobby |