FIREWORKS

Turn-based roguelike · iOS · in the making

Three nights, one crowd. Load the launcher with the charges in your hand, pick the order, and press FIRE. Hype multiplies, the crowd jumps, and the night is won or lost by a single salvo.

Sixteen charges, five salvos

Every night you draw seven from the same small deck: rockets, fountains, crackers and shells, in four colours. Pick up to four and fire them in the order you tapped them. The order is the game: a cracker relights whatever comes next, a shell is worth double if it goes last.

You always know the number

Before you press FIRE the total is on screen, hype times mult, computed by the same code that then runs the salvo. Where luck is involved it says so. Nothing is on a timer and nothing is hidden: it is a puzzle, and the sky is the reward.

A show between the nights

Coins buy upgrades — twelve of them, five slots, each one bending the sum a different way. On the third night the Snob Tourist is in the crowd, and he is bored by anything he has already seen.

How it is made

Every pixel is painted in code, and the explosions and the crowd noise are synthesized. The rules run with no screen at all, so they are tested before they are drawn. TypeScript, Preact and signals, wrapped for iOS with Capacitor. No ads, no analytics and no server.

Where it is

A prototype, and not out yet — there is nothing to play here today. It exists to answer one question: after a run, do you want one more?