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How to play Roll-N-Shoot

One player rolls a ball along a track they drew themselves. The other has five shots to stop it. Both screens run the same physics, so the result is never in dispute.

A round, step by step

  1. Draw the track. The thrower drags a line across the table. Chalk is limited to 1600 units, and the track must be at least 300 long. The shooter's turret is already on the table, so you can route the ball away from it.
  2. Pick a ball. Four rolling shapes and three sizes. A cube is not on the list for the obvious reason.
  3. Pick a weapon. The shooter does this at the same time, on their own screen, so neither player is kept waiting.
  4. Set the power. Once both are locked in, the thrower's lever unlocks. Hold it to sweep the needle, release to roll.
  5. Shoot. The ball rolls, the shooter gets five shots, and every weapon has a reload delay.

How the round is won

The power lever is a real decision

The exit hole only swallows a ball that arrives at 300 units per second or less. Roll too hard and the ball skims the lip and runs loose on the open table, where the padded rim bounces it back into play as an easy target. Roll too softly and friction stops it short — and a stalled ball is not safe, it just sits there until the shooter's five shots are gone.

The green band on the lever is calculated from your actual track: its length, its corners and the ball you chose. Release inside the band and the ball reaches the hole slowly enough to drop in. A twisty track scrubs off more speed, which moves the band and narrows your margin.

Ball shapes

ShapeWhat it does
SphereRolls true and holds a steady speed. The predictable choice, which also makes it the easiest to lead.
EggWobbles as it rolls, so its speed keeps changing. Genuinely hard to lead, at the cost of a little pace.
DiscRolls on its edge and presents a thin target, but scrubs badly through tight corners.
BarrelHeavy, fast and wide. It keeps its speed beautifully and is the easiest thing on the table to hit.

Size matters twice over: a bigger ball is a bigger target, but it also has lower rolling resistance and more momentum, so it carries further and arrives faster.

Weapons

WeaponSpeedHit radiusReloadCharacter
Stone330 u/s160.75sSlow and forgiving. Crossing the table takes over three seconds, so lead it generously — or wait until the ball comes close.
Knife560 u/s80.55sThe balanced pick. Fast enough to keep the lead sane, thin enough to punish a sloppy read.
Gun1500 u/s4.50.34sAlmost no lead needed and the quickest reload, but the bullet is tiny. Aim, do not spray.
Missile170 → 950 u/s131.15sLaunches slowly, then accelerates and steers gently toward the ball. The homing is weak on purpose: you still have to lead it.

Controls

ActionTouch / mouseKeyboard
Draw the trackDrag across the tableHold the arrow keys to steer a pen
Track shortcutRandom track buttonTab to the button, then Enter
Power leverPress and hold, release to rollHold Space or Enter on the charge button
AimDrag the table, or the ◀ ▶ buttons for fine control← and → (the barrel has a maximum swing speed)
FireFire buttonSpace or Enter

Playing together

Online: create a room and send the four-character code or the link. Both browsers run the same simulation and exchange only a handful of events — a track, a weapon, a power reading and five shots — so it stays in step even on a slow connection. If the two browsers can reach each other directly, the game quietly upgrades to a peer-to-peer link and the badge in the corner says so.

One device: pass the phone or laptop back and forth. The screen says whose turn it is and hides the other player's setup until the handover.

Hidden track: turn off “shooter can see the track” before starting for a much harder match — the shooter then sees only the launcher and whatever the ball is doing right now.

Tips