FLAK
Action · 200 coins to play · free in your browser
Two screens of ruined city block and waves of bots that keep coming. The camera holds you in the middle of the frame, so the ground you can see is the same either way you run. You sprint along it, jump between the concrete slabs left standing, and aim independently of where you are moving — which is the whole shape of the game, because the safe place to stand and the place you need to be shooting are almost never the same. Bullets do not pass through the slabs, yours or theirs, so the block is a set of angles rather than an open field. Enemies flash before they fire, and that flash is the entire warning you get.
Is this your next game?
For simultaneous movement and aiming. On touch, practise moving with the left stick while holding the right fire control before chasing chains.
Choose a cabinet in the arcade →How to play
- Lean the left stick to run and push it up to jump — push up longer to jump higher.
- Hold the right button to aim, and the gun fires the whole time you hold it. One thumb each, so you can run, jump and shoot all at once.
- Concrete slabs stop bullets: use them as cover, and watch for the flash an enemy shows just before it fires.
- One hit breaks your guard and the next costs a life — a wave clear, a six-kill chain, or a boss kill gives it back.
Mouse and keyboard
- Arrow keys or A/D to run, W or Space to jump, and the mouse to aim — hold the button to keep firing.
Controls on a touchscreen
- The left stick is two axes on one thumb: lean it sideways to run, push it up to jump. The axes are judged separately, so pushing up-and-right jumps WHILE you keep running, and the knob shows you which the game read.
- Push up longer to jump higher — the gun does not care either way.
- Aim with the right button, in any of 32 directions: press to arm the gun along the way you are facing, then drag to steer it. The gun fires the whole time you hold, so aiming and shooting are one action.
- One thumb each means running, jumping and sustained fire all happen at once. Nothing you do to move ever interrupts the shooting.
Scoring
- A kill is worth 30 times the enemy tier, scaled by your chain multiplier — not by the chain length itself, so a six-kill chain doubles a kill rather than sextupling it.
- Clearing a wave pays 150 times the wave number.
- When the run ends you are paid 400 for every life you still hold.
Combos and multipliers
The combo is the KILL CHAIN: kills landed within about two seconds of each other stack. Three in a chain pays 1.5 times, six pays 2, and ten or more pays 2.5. The chain is deliberately the axis rather than survival time, because skill in this game is taking a dangerous angle and clearing it quickly, not hiding well. A six-kill chain also repairs your guard, which is what makes pushing forward the safer play more often than it looks.
How a run ends
You carry three lives and one guard. A hit with the guard up breaks the guard, knocks you back and leaves you briefly invulnerable; a hit without it costs a life, wipes every enemy bullet on screen, restores the guard and puts you back at a verified safe spot. The guard does not regenerate by waiting — only a wave clear, a six-kill chain or a boss kill returns it. There is no final wave: the pressure ramp climbs on the run clock until it wins.
Worth knowing
- Enemies telegraph. Every shot is preceded by a visible flash, so being hit is nearly always a position you chose rather than a roll you lost.
- Standing still is never right. The ramp runs on two axes — the wave number adds enemies, and the run clock independently tightens their fire and, two minutes in, starts calling down artillery that ignores cover. Playing defensively does not slow either one; it just meets the same pressure with fewer kills banked.
- The block itself gets meaner. Every five waves the arena is rebuilt with fewer tiers, shorter slabs and wider gaps, so the cover you learned to use is gone by the time you are good enough to need it.
- Every tenth wave is a boss instead of a crowd. It runs a fixed pattern you can learn, it pays a large bonus and returns your guard if you kill it, and it withdraws after thirty seconds if you do not — paying nothing at all, so waiting one out is always worse than fighting it.
Your first run
- Use a slab to interrupt an enemy firing line, then step out at an angle where your own shots can reach.
- Read the pre-shot flash and move before the shot arrives. Keep the right control held while adjusting aim so a jump does not interrupt your fire.
A mistake to avoid
Treating cover as a permanent safe spot. Time pressure and later artillery keep increasing; cover buys a moment to choose the next attack.
Worked example
With a 2× chain multiplier, a tier-one kill pays 60 points from its base 30. Clearing wave two adds a 300-point wave bonus. These combat points are separate from wallet coins.
Examples describe in-game points or resources. Wallet rewards are calculated separately after submission.
Try next
Entry, rewards and fair play
Sign in to play. A run costs 200 coins. You need the full fee: with a lower balance, the run does not start and no coins are charged. Claim an available daily bonus before trying again. Your score can earn coins back and is validated by the server before ranking. How the economy and verification work →
FLAK is in the daily rotation: 3 of the 16 games in the rotation pool carry a ranked board and a share of the community prize pool each day, drawn from the calendar date. This pool includes legacy BlockDrop and differs from the public catalog. On its day this cabinet wears a gold star.
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