Bioluminescent fusion puzzle
New: a drop-and-merge puzzle set in a bioluminescent tidepool. Nine creatures, three ways to play, and a pile that behaves like physics and looks like liquid.
Droptide is a drop-and-merge puzzle set in a bioluminescent tidepool.
Drag to aim. Let go. Two creatures of the same kind touch and fuse into something larger — a Spark becomes a Drifter, a Drifter a Bloom, on up through nine tiers to the Leviathan at the end of the chain. The pile grows as you play. Keep it below the line.
That is the whole rule. Everything after it is what the water does with it.
THREE WAYS TO PLAY
Tide — no clock at all. Take as long as you like over every drop.
Riptide — two and a half seconds a creature, then the water takes it, aimed or not.
Auto — nobody plays. The pool blooms on its own, at half speed or triple, and you watch.
Same gravity, same current, same danger line in all three. The only thing that changes between them is who lets go of the creature, and when.
ONE WAY BACK
Merge a Wraith and you bank a bomb. It is not a tool: the only moment you can spend it is the one where the run would otherwise have ended. The water slows to a crawl and you get a single tap — take the creature holding everything up, and the column collapses back below the line.
IT DOES NOT LOOK LIKE THE OTHERS
Most games in this genre draw the circles they simulate. Droptide draws neither. Underneath, the physics is rigid bodies, because rigid bodies stack and stacking is the game. Over the top is a liquid field: creatures pool into one another where they touch, and every merge stretches a glowing neck between the two halves that closes a beat before the new creature exists.
There is not an image file in the app. Caustics, god rays, marine snow, the glass of the vessel and the light coming off a fresh Leviathan are all drawn from scratch, every frame.
AND IT DOES NOT SOUND LIKE THEM
Nothing is a recording. Every note is generated as you play — struck bells in one minor pentatonic key, the creature's tier choosing the register, the melody wandering so that no two chains arrive the same way. A long combo climbs the scale instead of just getting louder. Underneath all of it, a slow three-oscillator swell. Headphones are the way to play it.
FOUR PALETTES
Tidepool, the original chain. Voltage, hues pushed apart so that no two tiers read alike. Coralline, warm reef sand running down to cold water. Silverpoint, no hue at all — tier is pure brightness, dim slate to white.
GAME CENTER
Leaderboards for timed and untimed play, kept separate, because the same number means something different when a clock is letting go of the creature for you. Ten achievements besides, from your first Lantern to a twelve-thousand-point Deluge. Auto runs are for watching: they score nothing and submit nothing.
QUIETLY BUILT
No ads. No account, no sign-up, no tracking. It runs with the airplane mode on — the whole game is in the app, and nothing is streamed, fetched or downloaded while you play.
One hand, one thumb, and any length of time between thirty seconds and a long bus ride.
Chrome-Stats does not own this Apple app. Please use these information below to contact the Apple app developer.