Ardinum

Slide & Boom

A three-minute bomb duel. Slide to the wall, and win by guessing where the other player will stop.

  • 3 minutes
  • 12 cards
  • 6 heroes
  • 6 arenas
Slide & Boom mockup
Mockup, not a screenshot

Try a turn

Here is the core rule on a small board. Pick a direction: Pétard slides until he hits something. The Captain picks at the same time, and you only see his move once you’ve made yours.

End the turn alone on the crown to score a point. A bomb you drop goes off the next turn in a cross: if the other player is in the flames, you get three points. First to five wins.

The mini duel needs JavaScript.

One turn, three beats

In the real game the arena is 7 by 9 tiles and fits on the screen whole, with no scrolling. Every turn plays out the same way.

  1. Slide & Boom, mockup: Both players pick a direction in secret, in 2 seconds.
    Both players pick a direction in secret, in 2 seconds.
  2. Slide & Boom, mockup: The moves are revealed and both heroes slide.
    The moves are revealed and both heroes slide.
  3. Slide & Boom, mockup: Boom: the bomb goes off and the Captain is caught.
    Boom: the bomb goes off and the Captain is caught.

Mockup, not a screenshot

Slide & Boom mockup: Read your opponent
Mockup, not a screenshot

Read your opponent

There’s no aiming and no reflex test. You play with one finger: swipe on the arena to slide your hero, or swipe from a card to play it and then slide. Both players choose in secret, and everything is revealed at once.

So you drop your bomb where the other player is going to stop, not where they are. You hide behind a crate. You rush the crown and bet they won’t dare. A match ends at fifteen points, when the three minutes run out, or earlier on a knockout. At the two-minute mark the edges of the arena close in.

Twelve cards, three families

You start with a deck of eight cards and three in hand. A card you play goes back under the pile. You pay for cards with sparks, which you get by blowing up crates.

The families keep each other in check: a trap catches anyone who moves without thinking, protection stops the trap, and movement gets around the protection. No card wins every time.

  • Slide & Boom, mockup: Cross bomb

    Cross bombBlast

  • Slide & Boom, mockup: Line bomb

    Line bombBlast

  • Slide & Boom, mockup: X bomb

    X bombBlast

  • Slide & Boom, mockup: Mine

    MineBlast

  • Slide & Boom, mockup: Mega bomb

    Mega bombBlast

  • Slide & Boom, mockup: Wall

    WallProtect

  • Slide & Boom, mockup: Shield

    ShieldProtect

  • Slide & Boom, mockup: Freeze

    FreezeProtect

  • Slide & Boom, mockup: Jump

    JumpMove

  • Slide & Boom, mockup: Turbo

    TurboMove

  • Slide & Boom, mockup: Smoke

    SmokeMove

  • Slide & Boom, mockup: Magnet

    MagnetMove

Mockup, not a screenshot

Six heroes, six ways to play

A hero changes how you play, not how strong you are. Each one has a single ability, and you can see it on screen: the Captain’s bomb rolls, Givre’s ice stays on the ground.

All six are earned by playing. What you’ll be able to buy is their outfits.

Slide & Boom, mockup: Pétard, Mineuse, Givre, Capitaine, Ninja, Robot
Mockup, not a screenshot
  • Pétard

    His first bomb of each match is free.

  • Mineuse

    She smashes a crate just by sliding into it.

  • Givre

    Givre’s blasts leave an ice tile that stops a slide.

  • Capitaine

    His bombs roll one more tile before they stop.

  • Ninja

    Once per match, Ninja can stop halfway through a slide.

  • Robot

    Robot picks the turn its bombs go off.

Six arenas, one rule each

Every arena keeps the basic rules and adds one thing in the scenery that changes everything. You unlock them one by one by winning trophies.

  1. Slide & Boom, mockup: Castle garden

    Castle garden

    The basics: pillars, crates and the crown in the middle.

  2. Slide & Boom, mockup: Pirate port

    Pirate port

    Conveyor belts push you one tile every turn.

  3. Slide & Boom, mockup: Lost temple

    Lost temple

    Two portals: slide into one, come out of the other.

  4. Slide & Boom, mockup: Mine

    Mine

    A mine cart rolls across a row, announced a turn ahead.

  5. Slide & Boom, mockup: Volcano

    Volcano

    Lava tiles open, then close again.

  6. Slide & Boom, mockup: Funfair

    Funfair

    Trampolines bounce you over the next obstacle.

Mockup, not a screenshot

Fair play is the rule

No pay-to-win. Cards level up, but each arena caps the level that counts in a match: someone who pays moves forward faster, they don’t play stronger.

No ads during a match, and no timer to pay your way past. Your opponents will be shown for what they are: at first, rivals played by the computer, never fake players.

Why this game

After two idle games I wanted a head-to-head. What sold me was the second when both moves are revealed: you know right away whether you read the other player, and you want the rematch.

The game is a prototype that already runs on my phone, against a computer rival. The pictures on this page are mockups of what I’m aiming for. I’ll swap them for real game images as development goes on.

At a glance

Slide & Boom is in development. The pictures on this page are mockups.

Genre
3D turn-based duel
Platforms
Android and iPhone (planned)
Status
In development
Price
Free
A match
3 minutes
Controls
One finger, swipes

FAQ

When does Slide & Boom come out?

The game is in development and has no release date yet. It will be announced here.

Which platforms?

Android and iPhone, in portrait, one-handed.

Will it be free?

Yes. You’ll be able to buy outfits and convenience extras, never power.

Who do I play against?

At first, rivals played by the computer, labelled as such. Playing against other people will come later.

Are these pictures from the game?

No, they’re mockups. They show the style and the intent; the final game may look different.

How do I hear about the release?

Email me with the button at the top of the page and I’ll let you know when it’s out.

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