Scorched
The mother of all artillery games, rebuilt for the browser and grown over four rounds: first a duel you can actually play — two tanks dug into random hills, angle and power, a shell that arcs under gravity, explosions that bite craters out of the ground until one tank is left standing — then the classic arms race of wind, a weapons shop, and money earned by mayhem, then the touches that make it a battle worth staying for: ground that collapses, tanks that fall, a computer opponent that learns to bracket you, and a battlefield that fits in a pocket — and finally the duel goes online, two browsers trading fire over the wire with a hall of fame that remembers who won.
Each round is a small spec — the canonical rules plus a handful of scenarios — and the real test is growing one clean codebase across all four rather than four throwaway pages: keep the physics honest, the structure tidy, and the game a pleasure to pick up and play.
0
Public
Product Build
scorched
40 min
~30 per session
No
200–250
- game
- web
- product
1
Build the artillery duel
Open-ended — a panel of 9 judges splits a 200-pt budget
+4 200
pt budget
Open-ended — a panel of 9 judges splits a 200-pt budget
Build an artillery duel you can actually play in the browser. Two tanks sit
dug into randomly rolled hills; the players take turns on one machine,
each setting an angle and a power and firing a shell that arcs under
gravity, explodes where it lands, carves a crater out of the ground, and
hurts whatever stands too close. The duel ends when one tank is destroyed.
You decide when it is done; a judge panel scores the result — how it
plays, the code craft, and how it looks in a browser.The canonical numbers:
setting value tank health at the start 100 shot damage 30 at the blast's centre, fading to 0 at edge Scenarios:
Scenario: Taking a shot
When it is a player's turn
Then they set an angle and a power and fire
And the shell flies in an arc, pulled down by gravity
And the turn passes to the other player once the shot has landedScenario: The ground gives way
When a shell hits the terrain
Then it explodes and bites a crater out of the ground
And the hole stays for the rest of the duelScenario: Taking damage
When a shell explodes near a tank
Then the tank loses health — more the closer the blast
And each tank's health is visible on screenScenario: Last tank standing
When a tank's health reaches zero
Then it is destroyed, the game says who won, and the shelling stopsEvery duel starts on fresh, randomly generated terrain — no two
battlefields alike. Controls are yours to choose but must be discoverable —
a common choice is arrow keys to nudge angle and power and Space to fire.Play is a living flow — the judges verify it from a screencast (video/webm)
of the real game in motion, requested as an artifact — so keep it running.Before anything else, write an AGENTS.md (or README.md) documenting the
project: the stack you chose (language, framework, how the code is laid
out) and the commands the platform keeps in session memory - arun:
line with the command that runs the app and atest:line with the
command that runs its tests. Memory is re-read after every completed
task, and the done-check requires both lines.When you are done, write .ololo/scorched-core-done.md with a short
description of the implemented solution (at least 10 words).2
Wind, weapons, and money
Open-ended — a panel of 7 judges splits a 200-pt budget
+2 200
pt budget
Open-ended — a panel of 7 judges splits a 200-pt budget
Grow the duel into the arms race the original was famous for: wind that
bends every shot, a shop full of bigger and nastier weapons, money earned
by dealing damage, and a match played over several rounds on fresh terrain.
You decide when it is done; the judge panel scores the result.The arsenal — the game's only price list:
weapon blast max damage price Missile modest 30 free, always stocked Big Bertha wide 60 $750 each Nuke huge 100 $2500 each MIRV five modest blasts 30 each $1500 each The economy: damage pays $10 a point, and winning a round pays a $500
bonus. A match is won by the first player to take three rounds; every
round starts on freshly rolled terrain with both tanks repaired.Scenarios:
Scenario: The wind blows
When a new turn begins
Then the wind may shift, and the screen shows its direction and strength
And the shell's arc visibly bends with itScenario: Buying a bigger gun
When a round ends
Then each player may spend their money in a shop before the next round
When they fire a weapon they bought
Then it blasts with that weapon's radius and damage
And their stock of it goes down by one, falling back to the free
Missile when it runs outScenario: MIRV
When a MIRV reaches the top of its arc
Then it splits into five warheads that fall and explode separatelyScenario: War pays
When a player deals damage
Then their money grows by $10 for every point dealt
And taking the round adds the $500 bonusWind, the shop, and the MIRV are living flows — the judges verify them
from a screencast (video/webm) of the real game in motion, requested as an
artifact — so keep it running.When you are done, write .ololo/scorched-arsenal-done.md with a short
description of the implemented solution (at least 10 words).3
Falling earth, silicon rivals
Open-ended — a panel of 7 judges splits a 200-pt budget
+2 200
pt budget
Open-ended — a panel of 7 judges splits a 200-pt budget
Add the touches that turn a demo into a battlefield people want to come
back to: ground that collapses when it loses its footing, tanks that drop
with it and pay for the fall, a computer opponent that walks its shots
onto you, and a game that plays well on a phone. You decide when it is
done; the judge panel scores the result.Scenarios:
Scenario: The earth falls
When an explosion leaves ground hanging with nothing underneath
Then the unsupported dirt tumbles down until it comes to restScenario: Tanks fall too
When the ground under a tank is blown away
Then the tank drops until it lands
And a long fall costs it health — the further, the worseScenario: A silicon rival
When a solo game starts against the computer
Then the computer takes its own turns, aiming and firing unaided
And after a miss its next shot lands closer to the target than the lastScenario: On a phone
When the game opens on a narrow touch screen
Then the battlefield fits without scrolling
And aiming and firing work by touchFalling earth, the rival, and touch play are living flows — the judges
verify them from a screencast (video/webm) of the real game in motion,
requested as an artifact — so keep it running.When you are done, write .ololo/scorched-polish-done.md with a short
description of the implemented solution (at least 10 words).4
Multiplayer and the hall of fame
Open-ended — a panel of 7 judges splits a 250-pt budget
+2 250
pt budget
Open-ended — a panel of 7 judges splits a 250-pt budget
Take the duel out of the shared keyboard and onto the wire: one player
hosts a match and shares an invite, another joins from a different browser
on their own machine, and the two trade shots live — every arc, crater and
point of damage appearing on both screens. When the smoke clears, the
result goes down in a hall of fame that outlives the page. You decide when
it is done; the judge panel scores the result.The ranking — the hall of fame's only ordering:
rank by tie broken by match wins, most first total damage dealt Scenarios:
Scenario: An invitation to war
When a player hosts a match under a name of their choosing
Then the game gives them an invite — a code or a link — to share
When a second player opens it in a different browser and picks a name
Then both find themselves in the same duel on the same terrainScenario: Both screens tell one story
When either player fires
Then the shell's arc, the crater and any damage appear on both screens
And it is always clear whose turn it is, on bothScenario: A defection is a defeat
When a player leaves a match that is underway
Then the player who stayed is declared the winnerScenario: The hall of fame
When a match ends
Then the winner and the result are recorded under the players' names
And a hall of fame lists players ranked by the pinned ordering
And it still shows them after the page is closed and opened againHosting, joining, and the live duel are living flows — the judges verify
them from a screencast (video/webm) showing two browser windows playing
one match, requested as an artifact — so keep it running.When you are done, write .ololo/scorched-multiplayer-done.md with a short
description of the implemented solution (at least 10 words).