Fuse
Plant fuses, chain detonations, uncover the hidden portal. Your own blast is the main hazard.
Objective
Each cabinet hides a portal under one of the soft walls. Blow up walls to find it, kill every threat on the grid to activate it, then walk through to advance to the next cabinet. The portal will not light up until the last threat is gone.
Controls
| Input | Action |
|---|---|
| ← ↑ ↓ → / WASD | Move |
| Space | Lay a bomb on your tile |
| Z | Detonate all your bombs at once (requires Remote pickup) |
| Walk into a bomb | Kick it forward (requires Kick pickup) |
| Esc / P | Pause & open settings (difficulty) |
How it works
- Two kinds of walls. Hard walls (the dark CRT-housing blocks) are indestructible. Soft walls (the coin-door panels) break to a single blast.
- Bombs and blast. Each bomb has a
2-secondfuse and a cross-shaped blast. Blast tips end at the first hard or soft wall they hit; they don't pierce through. - Chain detonation. If a blast tile overlaps another bomb, that bomb detonates
~0.06slater. The chain visibly travels link-by-link, and 2+ kills in one chain pay out100 × n²bonus on top of the per-kill score. - Lingering flares are lethal. The flame stays hot for about
0.65safter detonation. Stepping into a still-bright blast tile kills you — and kills any enemy too. - Walking on your own bomb. You can stand on a bomb you just planted, but the moment you step off, the tile locks — the red border flash tells you it's now solid. You can't return until the bomb is gone.
- The portal. It's hidden under one specific soft wall and gives no hint. Bombing is the only way to find it. Killing the last threat activates the portal; walking onto its tile clears the cabinet.
- One pickup per cabinet. The pickup is hidden under a random soft wall. Early levels follow a fixed sequence so each cabinet hands you something useful:
- L1 B+ — +1 bomb capacity (unlocks chains)
- L2 R+ — +1 blast radius
- L3 Kick — walk into a bomb to punt it
- L4 B+
- L5 Remote — press Z to detonate all your bombs at once
- L6 R+ L7 B+ L8 S+ L9 1UP
- L10+ cycles B+ → R+ → S+ → 1UP
- Enemy archetypes.
- Slug — slow random-walker. Bumps into walls and picks a new direction.
- Crawler (L3+) — wall-follower. Hugs surfaces clockwise or counter-clockwise.
- Skitter (L6+) — fast random. Re-targets every few steps.
- Phase (L9+) — drifts through soft walls. Bomb-immune for
~1safter every detonation — vulnerable only in the window between blasts.
- Difficulty.
Escsettings: Easy, Normal, Hard. Tunes enemy speed, starting lives and score multiplier.
Scoring
- Soft wall:
+10per wall broken. - Enemy kill:
+100per threat (blast or lingering flare). - Chain bonus:
100 × n²whenn ≥ 2enemies die in one connected chain of detonations. A 3-kill chain pays+900, a 4-kill+1,600. - Pickup:
+50. - Cabinet clear:
500 + 100 × level. - No-death streak: ×1.1 multiplier per cabinet cleared without dying, capped at
×5. Dying resets the streak; every 5 cabinets the streak resets at the start of a new tier so a late mistake hurts but doesn't annihilate a perfect run.
Strategy
- Plant, run, listen. The fuse is 2 seconds. Get out of the cross before it goes — and stay out until the lingering flare cools.
- Chains are the score. Two solo kills are
+200; the same two enemies in a single chain pay+200 + 100 × 4 = +600. Three at once is+300 + 900 = +1,200. Plant bombs in a line so one ignites the next. - Set traps, don't dance. You're not faster than a Skitter. Plant a bomb in a corridor and back out — let the patrol come to the blast rather than chasing it.
- Remote lets you engineer. Once you have it, drop your full bomb capacity around a clump of enemies and hit Z. No fuse waiting. This is where the biggest chains come from.
- Phase ghosts reward patience. Each detonation makes them immune for ~1s. To kill one cleanly, let the previous chain finish, wait a beat, then plant a fresh bomb in their path.
- The portal can be anywhere. If you've cleared all threats and there's no portal yet, you haven't bombed the right wall yet. Sweep the field methodically.
- Don't blow yourself up. The lingering flare looks bright for a reason — it's still lethal. If you can't tell whether a tile is safe, wait a half-second longer.