SCORE0
CITIES6
INTERCEPTORS6
WAVE1 / 5
WALL56
BALLS3
DEBRIS
Six cities. One wall. Everything you knock off it comes down on them.
Break the wall to win. Every brick you break falls on your own ground. A destroyed brick drops where it stood and keeps falling in a straight line, so the wall is a map of your cities — the column standing directly over a city is the column that will kill it, and the two either side of it come down harmlessly in the gutter. Choosing where to attack is choosing who to bomb.
Hard bricks drop seekers. They take two hits, they sit at the top of the wall, and what falls out of them steers toward whichever city is still alive and close enough to reach. A seeker has no safe lane. Punching through to the top row is the best moment in Breakout and the worst moment in this game.
The cities are your batteries. Every brick you break pays into your interceptor pool at a rate set by how many cities are still standing — and they launch the missiles too, and multiply every brick you score. Lose one and the sky above the other five gets harder to hold — so a city is never simply a life.
Click to detonate. An interceptor blooms where you put it and anything caught in it goes up — and takes its neighbours with it, so a shot into a cluster is worth three into single fragments. The pool is small, and it is paid for by the bricks you break — so the sky always owes you roughly as many missiles as it is throwing at you, and never more. Waiting is how you make one missile worth three; waiting is also how a fragment gets low enough to reach a city.
Or block it with the paddle — and pay for it. The paddle stops debris dead, but every fragment it eats scuffs it narrower, and it grows back slowly. Shielding your cities with your body makes you worse at the half of the game that keeps the ball alive. That is the whole trade: the interceptor is what you spend to keep your paddle whole.