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physicsstrategydestruction

Demo Day

A plan-then-detonate physics game drawn on a living blueprint. Place a limited supply of TNT around each job site, trigger fuel tanks and unstable equipment, snap wrecking-ball cables, launch the crew and chain the whole structure into the most expensive damage report possible.

▶ Play Demo DayTap blueprint to place/remove TNT - then Detonate · progress saved in your browser

How to play

Each job begins as a frozen blueprint. Tap anywhere on the site to place TNT, using the limited charge allowance shown in the HUD. Tap a placed charge to pull it back, or use Clear to erase the whole plan. When the setup looks expensive, press Detonate and watch the charges fire in numbered order.

PROJECT: DEMO DAYAPPROVED: NO
Place charges beside supports and volatile equipment. The first blast should start a chain reaction instead of doing all the work itself.

Plan, plunge, report

You cannot move charges after the plunger is pressed. Physics takes over until the wreckage settles, then the company produces a damage report.

Place TNT
Chain blasts
Launch crew
$
Damage report

What reacts

TNT can break nearby blocks and beams, but the best plans use the site's equipment as extra explosives and moving hazards.

Diesel drums and acetylene bottles explode quickly and prime nearby objects.
Propane cylinders rocket around the blueprint before bursting, carrying the chain into hard-to-reach areas.
The large diesel storage tank is the centerpiece. Its blast is much wider and stronger than an ordinary drum.
Portable generators sputter and hop for a moment before exploding, giving nearby debris time to move into range.
Cement bags burst with a dusty whump, while paint cans splash the blueprint and push nearby objects. Both can continue a chain.
The portable toilet launches straight upward, then bursts when it starts falling and spreads the reaction below it.
A blast can snap a wrecking-ball cable. The falling ball smashes structures and ignites equipment on impact.
Crew members run from nearby blasts, get dizzy after impacts, and award a YEET bonus when launched hard or high enough.
Keep the chain alive
Every scoring event extends a short combo window and raises the damage multiplier. Closely spaced explosions, collapses, impacts and launched debris can turn a modest blast into the biggest part of the report. Trigger five charges or reactive props within about one second to earn a brief slow-motion sequence.

The damage report

When the site settles, the report shows total damage, the percentage of destructible site pieces demolished, crew launched and the longest chain. The verdict rises through Permit Denied, Cosmetic Damage, Structurally Unsound, Building Condemned and Total Demolition. You can retry the same site or continue to the next one; later sites add more stories, equipment, crew and wrecking balls. Your best dollar score is saved in this browser.

Tips

  • Put the first charge near both a support and a volatile prop whenever possible.
  • Numbered charges fire a fraction of a second apart, so their order can push debris into the next blast.
  • Target the big center tank when you want height; it launches objects above it especially hard.
  • Use wrecking balls as delayed demolition tools by cutting their cables near the start of the chain.
  • Airborne beams and rubble earn bonuses, so lift is often worth more than a flat sideways blast.
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