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Comet Corral

Rope the Runaway Comets

The game loads when you press play.

  • Free
  • No ads
  • No account needed
  • No install — plays in your browser

About the game

Fly a comet tug across a four-zone range with twin sticks, rope runaway comets, and bank the herd before the bell while meteors, flares and rivals close in.

Put a thumb on the left of the screen and fly your tug anywhere on a range several screens wide; put one on the right to look around. Fly your grappler ring through a loose comet and it joins the herd on your tether. A laden tug is slower and swings wider, and nothing scores until you run the herd into the corral.

The range has four zones you learn by sight: the rock field of the Rubble, the Frost where the tug loses its grip, the dark Veil around a gravity well, and the Yard of wrecks where rival tugs set out from. Ten kinds of comet, from shy ones that bolt and herds that flee together to the rare golden comet that runs almost as fast as you and warps out if you are slow. Catch in quick succession to build a chain.

Every round sets a quota to bank before the bell and a bonus objective, and whatever is still on your tether at the bell is lost. Meteor showers, solar flares, mines, pirate drones and rival tugs all show where they will strike before they do. Between rounds you choose an upgrade, the upgrades never run out, and the range keeps getting harder with no ceiling. Twelve campaign sectors, four cameras, eleven languages and full gamepad support.

How to play

  1. Put a thumb on the left of the screen and a stick appears under it. Behind the tug it steers like a vehicle: push left or right to turn, up to speed up, down to slow. In the other views, push the way you want to go. A thumb on the right turns the camera; let go and it swings back behind you.
  2. Fly your grappler ring through a loose comet and it joins the herd on your tether. Catches close together make a chain, and a chain pays. Golden comets are rare, fast, and worth twelve.
  3. Run the herd into the corral to bank it. Every round has a quota to bank before the bell; whatever is still on the tether at the bell is lost, and a missed quota costs the hull.
  4. Between rounds you choose an upgrade, and a round’s bonus objective earns a second. The range has four zones: the Rubble, the Frost (no grip), the Veil (dark, with a well) and the Yard (wrecks and rivals).
  5. Meteor rings, solar flare bands and mines damage the hull, and each is marked before it lands. Rival tugs steal from the open range and raiders cut your tether: ram them with the ring.

Controls

TouchTouch: left thumb flies, right thumb looks; a quick tap flies to that point
MouseDrag with the mouse to look around; a click without dragging flies the tug to that point.
KeyboardKeyboard: W A S D fly, arrow keys look, drag the mouse to look, click to fly to a point
GamepadGamepad: left stick flies, right stick looks, RT is full throttle

Screenshots

  • Behind the tug in the Frost: ice spires, comets streaking ahead and a meteor ring on the deck; Round 3 banked 147 of 59.
  • The low camera over the Veil: a solar flare band sweeps the deck below the tug, its herd strung out on the tether.
  • Close on the tug at the edge of the Frost, with a golden comet ringed in gold and its timer arc ahead of it.
  • The high camera over the Veil: a gravity well's spiral, comets trailing light, and QUOTA MET as a herd is banked.
  • Between rounds: Round 4 cleared with 88 of 82 banked, and a choice of Shield, Magnet or Winch.
  • Round 5 begins at the corral in the Veil: bank 106 before the bell, the tug towing two comets past the pen.

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