Pixel Juggler: One More Run
Set off the charge, chain the scrap, bank or ride on.
Pro game
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About Pixel Juggler: One More Run
Pixel Juggler: One More Run is a very short defence of a tiny spacecraft scrapyard in orbit, in pixel art. Four little ships sit on their landing pads along the yard deck, and above them hangs the old wreck that the scrap comes from. Pieces of it fall straight towards the ships: loose junk, heavy hull plates, striped canisters that burst into three, and fast shards with a tail.
You have flak charges. Click or tap anywhere to set one off right there, or aim with the arrow keys or a stick and press Space or Ⓐ. A blast hangs in the sky for under a second; scrap that touches it explodes, and the blast it leaves lights the next piece, and the next. Every piece in a chain is worth more than the one before, scrap you catch low over the yard pays up to two and a half times as much, and a chain of six goes critical in a Supernova that lights everything still falling. Six charges is all you have, and one comes back about every second, so waiting for a bigger bunch is a gamble with the ships.
Between waves the yard stops for a checkpoint. Bank the pot and a repair drone brings a lost ship back, or ride on and the pot keeps ripening, up to three times its worth, into a harder wave. A ship lost busts everything you have not banked. When the last ship is gone the run is over, usually after thirty to ninety seconds, and the next one is a press away. Each run draws one rule variation, the daily run is the same sky for everyone that day, and Pace, Assist and Lead marks are in the settings. Your records stay in this browser.
How to play
- Click or tap to set off a flak charge right there, or aim with the arrow keys, WASD or a stick and press Space, Enter or Ⓐ.
- Scrap that touches a blast explodes and lights its neighbours. A longer chain pays more for every piece, and scrap caught low pays more.
- Charges are limited: six, with one back every second or so. Hull plates take two blasts and canisters break into three.
- At a checkpoint, press Bank (B, E or the button) to bank the pot and call a repair drone, or ride on and let it ripen.
- A ship lost busts the pot. No ships left ends the run.
Controls
- Click or tap, or arrow keys, WASD or a stick and Space, Enter or Ⓐ — set off a flak charge
- B, E, Ⓨ or the Bank button — bank at a checkpoint
- P, Escape or Start — pause
Frequently asked questions
How does a chain work?
Every blast stays in the sky for a short time. Scrap that touches it explodes and leaves a smaller blast of its own, and any scrap that touches that explodes too. Each piece in the chain is worth more than the one before it, so one charge in the right place can be worth a dozen shots.
Why wait to fire?
Scrap that you stop lower over the yard is worth up to two and a half times as much, and scrap that falls together makes longer chains. But every piece that reaches the deck takes a ship with it if a ship is under it, and a lost ship busts your pot.
What does the checkpoint do?
When a wave is cleared, the yard stops for five seconds. Bank puts the pot into your score at the ripening bonus it has reached and sends a repair drone to bring one lost ship back. Ride on, or just fire, keeps the pot at risk and starts the next wave, which is harder.
Which scrap is which?
Grey and orange junk dies to one blast. A big hull plate needs two. A striped yellow canister bursts into three pieces of junk. A shard with a glowing tail falls fast, so aim ahead of it. Lead marks show where each piece will be in a moment.
Is there an easier way to play?
Yes. In Settings, Pace set to Relaxed runs the whole yard at three-quarter speed, and Assist makes blasts a little wider, slows the scrap and adds a breather between waves. Lead marks can be switched off if you find them busy.
Does the game save?
A run you leave is kept in this browser and starts again at the beginning of the wave you were in. Best scores, the daily result and badges stay in this browser and are never uploaded.