A moving landscape. An open-ended performance.
Tap bomb to drop. Hold and release to launch.Release flight controls to cruise.
Two drones share an endless moving stage automatically. Take over with any flight or weapon key; release the flight keys for a moment and assisted cruising returns. Assisted drones navigate roofs. Birds follow their own paths without avoiding human or CPU drones. The camera keeps both pilots in view. Press H to show the controls. Avoid rooftops and birds; collisions crash the drone and it returns after two seconds. Tap the bomb button for a downward drop. Hold for up to one second, then release for a progressively flatter launch toward the other drone. A charge ring and dotted arc show the launch; holding longer keeps the same maximum charge. In one-drone mode, launches follow your direction of travel. Each press releases one bomb. Damage stays until you reset.
Unlimited respawns, no targets or time limit. After 12 seconds without input, CPU play takes over: occasional bombs, telegraphed shots, and evasive moves. A small CPU cue identifies unattended drones. CPU exchanges have quiet gaps, and joining players get a short shield and time to settle in. Letting go briefly only assists flight; it does not fire your weapons. Tall buildings have amber roof lights. Birds approach from either direction. Auto-drift at zero lets you hold a scene. Projection view hides the operator desk. Press H to bring it back. Drone count, atmosphere, pace, drama, sound, gentle effects, zoom, and projection preferences save automatically in this browser. Refresh starts a fresh, running scene with your saved settings.
Shared play: Blue uses WASD and Space; Red uses arrows and Enter. E and slash remain aliases for the same bomb control. Tap for a downward drop, or hold and release for a flatter arc. Launch direction locks when charging begins and does not track the rival. Bombs hit drones or terrain and remove 2 health within the blast; longer holds change the trajectory, not the blast strength. CPU attacks remain telegraphed and can be dodged; CPU aerial shots remove 1 health. Pause, losing focus, a disconnected controller, or a cancelled touch cancels a held bomb. Colliding drones each lose one heart and bounce apart; losing the last heart causes a crash. Points count against human or CPU opponents and remain visible in the large score panel at the top center; there is no game-over screen. Drones respawn after 2 seconds with a brief shield that ends when firing. Building or bird collisions also award a point to the rival. Auto-drift carries both pilots; buildings stay damaged between knockouts. Sound is on by default and starts after the first click or keypress. M toggles sound, and your choice is saved. Selecting one or two drones starts a fresh landscape.
Gamepads: connect a controller and press a button to detect it. First controller flies Blue; second flies Red. Use either stick or D-pad to fly. Any face button, shoulder or trigger uses the same bomb control: tap to drop, or hold and release to launch. Holding multiple buttons still charges only one bomb. Start/Menu pauses or resumes. Button hints change when a controller connects. Bomb and shot terrain impacts, and lost health, vibrate your controller, with stronger feedback for a crash, when supported by the controller and browser.