説明

GRID SHEAR is an arcade game for your wrist: steer an energy node out of safe ground, cut a line through open space, and claim whatever you close off while enemies roam the field. HOW IT PLAYS The field is a round arena drawn on a fine grid. You start on a strip of captured ground, where nothing can touch you. Press cut and the node leaves safe ground at the next edge, laying a glowing trail behind it. Steer it back onto captured ground and the cut closes: every pocket of open space that holds no enemy becomes yours, so one well-placed line can take several at once. If an enemy touches the node or the trail, or you run into your own trail, a wall or a hazard field, the cut fails and costs one of three energy units. Reach the target share of the arena to clear the level. Clearing a level gives back one energy unit. CONTROLS Three buttons play the whole game. Bottom left turns the node left, bottom right turns it right, and top right cuts. Each press turns exactly a quarter, so two presses reverse. The middle button on the left (UP) pauses, pressed or held, as does a swipe on touch screens. In the menus the same buttons move, select and go back. On a watch with only two buttons, both on the right, tap the left half of the screen to turn left and the right half to turn right. The lower button also turns right, the upper one cuts, and a swipe pauses. LEVELS Three handcrafted levels, each with its own idea. AWAKENING has long straight shelves and open water, and asks for 60%. PRESSURE splits the arena into chambers joined by narrow gates and adds hazard fields, and asks for 70%. OVERDRIVE scatters islands across the field, sends two blades sweeping through the centre, and asks for 80%. Each level adds less starting ground, faster enemies and more of them. Three kinds of enemy share the field. Drifters bounce in straight diagonals. Hunters steer at your trail while you cut. Interceptors aim at where the node is going, not where it is. Each has its own shape and motion, so none is told apart by colour alone. SCORING Every captured cell and every cell of trail scores. Big cuts, very big cuts and close calls with an enemy earn bonuses, clean cuts in a row build a combo up to five times, and later levels multiply everything. A cleared level adds a bonus for the level, for every percent over the target and for every energy unit left. Your high score, best level and best area are kept, and levels unlock as you reach them. THE LOOK Black is the canvas. Captured ground is dark teal with a lit cyan edge, open space is near-black with a faint star field, and a pulse of light walks down the boundary. The trail glows cyan while you cut, turns white when it closes, and a wave of light runs through the ground you just took. SETTINGS Haptics: on or off. Sound: on or off. Contrast: normal or high. High contrast uses flat fills, white edges and no glow, for bright daylight.

更新履歴

Release 1.0.0 - Initial version Release 1.0.1 - Added tap to turn on watches with two buttons

スクリーンショット

Grid Shear · スクリーンショット 0 Grid Shear · スクリーンショット 1 Grid Shear · スクリーンショット 2 Grid Shear · スクリーンショット 3 Grid Shear · スクリーンショット 4

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最近の指標推移

評価
レビュー
スナップショット日付
2026-10-27 → 2026-11-04