Angry Shapes RTS
iOS app by Maksim Kavalchuk. Games · Maksim Kavalchuk
- Store rating
- 0 / 5
- Store rating count
- 0
- Download price
- Free to download
- In-app purchases
- Unknown
- Version
- 1.0
- Listing last refreshed
- 2026-09-07
View the original store listing
Store description excerpt
There is no move order in Angry Shapes RTS. You take hold of one of your own shapes, drag, and let go. It flies the way you dragged, coasts to a stop, and where it stops is the order. Land a worker on an energy node and it starts capturing. Land it beside an unfinished building and it picks up the work. Land a soldier within reach of something hostile and it opens fire. Nothing else is issued. You do not command this army. You aim it. THE FLICK Drag further and it flies harder, up to a cap. A full-power flick carries a shape about a thirteenth of the map and takes a second to coast to a stop. Shapes bounce off the edge at half speed, and the heavy is too massive to reach full range in one pull. Select twenty shapes and all twenty launch on the same vector. The camera rides the first one out. The whole control scheme: tap to select, hold and drag to group, drag a shape to launch it, drag open ground to pan, pinch to zoom. THE CHAIN IS THE ECONOMY Every two seconds you earn 1 energy, plus 3 for each captured node that still holds an unbroken chain home. Captured nodes relay that chain themselves; repeaters bridge the gaps wider than 400 units, and a repeater has 100 hit points against a base's 1000. Cut one link and everything behind it stops paying. Expand too quickly and your network breaks. Wait too long and the enemy owns the geometry of the fight. Defense draws on the same pool. A tower spends 3 energy every time it fires, and with nothing left to spend it does not shoot. Every shot fired at home is a node not taken. Fog of war is live in every skirmish. You see what your units, buildings and captured nodes see, and nothing else. TWENTY AUTHORED MISSIONS Ten Training missions across three acts, CONNECT, COMMAND and CONQUER, teach one law each: POWER LINE, CUT THE WIRE, OVERRUN, PAY PER SHOT, THREE SOLDIERS, WORKER DOWN, MAJORITY, SQUARE LAW, BEFORE FOUR, THE RECORD. Ten Challenges set harder problems: LAST ARMY, AIRMAIL, BLACKOUT, THE STEAL, NO SPARES, THE NOOSE, LOST CAUSE, KILL BOX, LAST LIGHT, FULL CIRCLE. Every mission carries an objective, a constraint and a par to beat: fifteen pars are a clock, as tight as 45 seconds, five are a count to hold. Each keeps your best and your attempts. The two ladders are independent, so the Challenges never wait on the Training. SKIRMISH Pick Circles, Squares or Triangles against Rookie, Veteran or Elite. Ten minutes is the ceiling, not the average: the clock stops the moment a base falls. The factions are measured, not decorative. Squares carry 1.3x health at 0.7x speed, triangles 1.2x attack at 0.8x health. Elite reacts with no delay and moves its whole army at once; Rookie carries a fifteen-tick delay, moves one unit at a time and holds its attack for seven minutes. The opponent re-scores its strategy as the match runs and may change plan every fifteen seconds. Destroy the enemy base, or hold more nodes when the clock runs out. A tie on nodes falls to stored energy, an exact tie to the oppo
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