A lone cowboy rides a falling nuke down onto the city, whooping and waving his hat — the Dr. Strangelove finale as a six-city arcade campaign.
How to play
Each city is one run in three phases:
- FLY — pilot the bomber over the city. A/D steer, W/S throttle. Line up the red impact reticle with the gold target ring, then press Space to release.
- RIDE — chase cam behind the falling bomb and its hat-waving rider. A/D and W/S nudge the fall with limited authority against the city's crosswind (the HUD shows wind direction and strength). Press Space again to detonate at any height: the prime airburst band boosts the blast up to x1.25, but detonate way too high and the shot fizzles — the HUD shows the live blast factor.
- BLAST — the shockwave flattens and ignites everything in radius and scorches the trees. Damage counts toward the city's quota; landing near the target center multiplies your score, and chained tower kills stack a combo.
Clear the quota to unlock the next city. Six cities on six terrains — desert mesas, a canyon gulch, a river town with bridges, forested hills under a waterfall, a harbor bay with docks and boats, and a delta metropolis — with rising wind, denser downtowns, harder quotas, and a bigger bomb each time, from 30 kt to 25 Mt. Best scores and campaign progress are saved per world.
Esc pauses. Settings cover music/SFX volume, subtitles for the cowboy's hollers, screen shake, and difficulty.
Under the hood
Everything is authored in-world: one RideTheBomb component owns the state machine, themed city generation, HUD and menus; rtbmesh lofts the bomber / bomb / cowboy / buildings / trees / boats procedurally; rtbaudio synthesizes every sound (music, engine drone, wind, hollers, the boom) as WAV files from pure Luau.
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