Stickfront: Hero
How to play
Walk Sergeant Graphite across a wide page of the notebook; his weapons strike on their own. Pick up the ink, take a card at every level and hold out to the end.
The run
01 — Hold the page
A run on The Village lasts 5 minutes. Ink blots come at Sergeant Graphite from every side, more of them every minute; hold out to the end and the page is held. At no health the run is over.
- You only steer. Every weapon strikes on its own, at its own pace, at the blots in its reach.
- A fallen blot leaves a drop of ink. Walk near it and it flies to you; enough ink and you level up.
- At each level the run holds still and 3 cards come up: a new weapon, the next step of one you carry, or a power. Pick one.
- The hero holds one weapon. Another one takes its place one step higher, and is always of the same age or a later one: from the sword to the pistol, never back. Beside it he carries up to 3 pieces of gear that need no hands (grenades, a drone, lightning) and 4 powers, each up to step 5. A weapon at its last step, carried with the right power, evolves. When there is nothing left to offer, a card gives back 30% of your health.
- A run's weapons, powers and levels start over every run. The gold you pick up stays, to spend at Headquarters on upgrades kept for good; so do your best times and records.
02 — How the swarm comes
- Ink blots come in just past the edge of the screen, all the time, faster as the run goes on; they get tougher and bite harder by the minute.
- Every 30 seconds a wave comes in a body from one side. From the first minute every other wave is one of General Crimson's squads: shieldbearers in front, swordsmen behind them, archers at the back.
- At the third minute Crimson's tank rolls in, its health across the top of the screen. Its shell lands where you stood a moment before: a red ring marks the spot, step out of it. Bring it down for its ink and a crate.
- A blot in reach waits a moment before its first bite (0.45 s), so a blade reaches it first; after a bite you shrug off the next ones for 0.3 s.
- Every 2 minutes a ring of walkers closes round you: cut your way out before it shuts.
- The last 30 seconds come faster still.
- At most 200 foes are on the page at once (a closing ring may bring 40 more); the rest wait their turn. Foes left far behind are brought round in front of you again.
Weapons and powers
01 — Weapons
Every weapon is the attack of a Stickfront unit, drawn the same way. A run starts with the sword in hand. A card can put another hand weapon in its place one step higher, always of the same age or a later one (the sword's, gunpowder, industry); the hero then carries and is drawn with the new one. Gear needs no hands: grenades, the drone and lightning fight beside the weapon in hand.
| Weapon | How it strikes | Step 1 | Step 5 |
|---|---|---|---|
| Sword | Cuts in an arc in front of the hero; from step 4 all the way round. Throws blots back. | 17 damage every 1 s, 3 m; 150° arc | 45 damage every 0.75 s, 3.9 m; all round |
| Bow | Arrows at the nearest blot; more arrows in a fan with each step, and they go through. | 18 damage every 0.85 s, 13 m; 2 shots, through 1 | 37 damage every 0.65 s, 15 m; 5 shots, through 4 |
| Pistol | Quick shots; later two and three at once, each at a different blot. | 12 damage every 0.42 s, 11 m | 21 damage every 0.28 s, 13 m; 3 shots, through 2 |
| Rifle | A heavy shot from far off that goes through a line of blots; later two and three at once. | 32 damage every 0.9 s, 15 m; through 3 | 68 damage every 0.65 s, 17 m; 3 shots, through 8 |
| Flamethrower | A cone of fire in front of the hero: everything in it burns for a while, shield or not. | 4 damage every 0.25 s, 4.2 m; 50° cone, burns 4 a second for 2 s | 8 damage every 0.2 s, 5.5 m; 70° cone, burns 10 a second for 3 s |
| Grenade | Gear: thrown into the thickest crowd in reach, a blast that throws them apart. | 22 damage every 2.6 s, 9 m; blast 2.2 m | 46 damage every 1.8 s, 11 m; 3 grenades, blast 3.1 m |
| Drone | Gear: flies round the hero and drops small bombs on the nearest blots. | 20 damage every 1.3 s, 6 m; blast 1.9 m | 44 damage every 0.9 s, 7.5 m; 3 drones, blast 2.5 m |
| Lightning | Gear: a bolt from the sky onto the thickest crowd in reach, jumping on from blot to blot. | 26 damage every 1.7 s, 9 m; jumps to 4, 4.5 m a jump | 52 damage every 1.05 s, 11 m; jumps to 9, 5.5 m a jump |
02 — Evolutions
A weapon at step 5, carried with the right power, evolves: a level card offers its evolution, which takes its place for the rest of the run. An evolution has no steps of its own and is never swapped away.
| Evolution | From | What it does | Numbers |
|---|---|---|---|
| Ink rain | Bow + Inkwell | The bow evolved with the inkwell: arrows arc down on up to eight blots at once, each splashing the ones round it. | 30 damage every 0.9 s, 15 m; 8 arrows, blast 1.5 m |
| Napalm | Flamethrower + Powder keg | The flamethrower evolved with the powder keg: a wider, longer cone, and a blot that falls burning sets the ones beside it alight. | 10 damage every 0.2 s, 6.5 m; 90° cone, burns 14 a second for 3 s, spreads 2 m |
03 — Powers
| Power | What it does | Step 1 | Step 5 |
|---|---|---|---|
| Shield | Every bite takes less. | 1 less a bite | 5 less a bite |
| Boots | Walk faster. | +8% | +40% |
| Inkwell | Ink flies to you from further away. | +30% | +150% |
| Bandage | Health comes back by itself. | 0.4 health a second | 2 health a second |
| Compass | Every weapon reaches further. | +10% | +50% |
| Powder keg | Swings and blasts cover more ground. | +10% | +50% |
Gold and Headquarters
01 — Gold
- General Crimson's soldiers carry their pay: a fallen one may leave a gold coin beside its ink (Crimson swordsman 50% × 2, Crimson shieldbearer 60% × 2, Crimson archer 50% × 2, Crimson rifleman 60% × 3). The blots carry none.
- A crate can hold a pouch of 25 gold, and Crimson's tank leaves 100 round its wreck.
- The page pays for the time you held it: 60 for a held page, its share for a lost one (half the time, half the purse). Gold is kept whether the page is held or lost; only a run you end yourself loses it.
02 — Headquarters
Your first run is the sword's. Once it is over, the bow and the pistol come on the level cards and Headquarters opens on the title screen: gold buys upgrades there that go with Sergeant Graphite into every run. Then after 2 runs the rifle and lightning, after 3 runs the flamethrower join them.
| Upgrade | What it does | Levels | Prices |
|---|---|---|---|
| Rations | More health in every run. | +10 health, +20 health, +30 health, +45 health, +60 health | 50, 110, 190, 300, 450 |
| Whetstone | Every weapon and piece of gear hits harder. | +6%, +12%, +18%, +25%, +32% | 70, 140, 240, 360, 520 |
| Drill | Graphite walks faster. | +4%, +8%, +12% | 60, 140, 260 |
| Blotter | Ink and gold fly to you from further away. | +20%, +40%, +60% | 40, 100, 190 |
| The second page | Once a run, when you fall, you get back up with half your health and the blots round you are thrown back. | once a run | 400 |
The second page gets you back up with 50% of your health, shrugging off bites for a moment while the blots round you are thrown back.
Blots and Crimson's troops
01 — Who comes
Health and bite at the start of a run; both grow as the run goes on. Armor is taken off every hit. Ink is what each leaves when it falls.
| Who | What it does | Health | Speed | Bite | Ink | From |
|---|---|---|---|---|---|---|
| Walker | Slow, many, walks straight at you. | 14 | 1.7 m/s | 5 every 1 s | 1 | the start |
| Runner | Fast and frail: faster than you. | 9 | 4.6 m/s | 4 every 0.75 s | 1 | 40 s |
| Spitter | Keeps its distance and spits ink; step aside. | 24 | 1.6 m/s | 5 every 3 s | 2 | 1:30 |
| Bloater | Bursts when it falls: do not finish it beside you. Bursts for 22 within 3 m. | 70 | 1.2 m/s | 4 every 1 s | 4 | 2:15 |
| Crimson swordsman | General Crimson's foot soldier: quicker than a blot, comes in squads. | 30 | 2.3 m/s | 7 every 1 s | 2 | 50 s |
| Crimson shieldbearer | Leads a squad; his shield takes 3 off every hit. | 55, armor 3 | 1.7 m/s | 6 every 1.2 s | 3 | 50 s |
| Crimson archer | Stays at the back of the squad and shoots from afar. | 22 | 2 m/s | 6 every 2.6 s | 2 | 50 s |
| Crimson rifleman | From the fourth minute: a fast shot from further still. | 26 | 2 m/s | 8 every 3 s | 3 | 3:10 |
| Crimson's tank | The boss, at the third minute: slow, armored, its shells land where you stood. Lead them onto the blots. | 700, armor 3 | 1.05 m/s | shell 11 every 3.6 s | 30 | 3:00 |
| The giant blot | The Forest's end: it waits in the clearing at the top, slams the ground round it and calls walkers to it; past half its health it rages. | 1400, armor 2 | 1.4 m/s | 18 every 1.6 s; slam 18 every 5 s | 60 | the Forest's top |
Sergeant Graphite walks 4.4 m a second, starts with 100 health and takes 2 less from every bite. A runner is faster than you: turn and cut it down.
The map
01 — The Village
Wide open country round a village square: cottages, a chapel, a depot, a pond, woods and hills. It is 168 by 168 meters, far bigger than the screen, and closed by a fence: there is always room to run.
- Pouch of gold
- 25 gold, kept for Headquarters whether the page is held or lost.
- Supply crate
- Walk into it: a dressing, a magnet, power ink, an ink bomb or a pouch of gold. 22 lie on the map at the start; from 50 seconds one comes down near you under a parachute every 70 seconds.
- Field dressing
- Gives back 30% of your health. Now and then a blot leaves one.
- Magnet
- Every drop of ink on the map flies to you.
- Power ink
- Your weapons hit 2 times as hard for 10 seconds.
- Ink bomb
- Blows away every blot within 10 m of you.
- Barrel
- Goes off when struck: hurts every blot near it, and you if you stand too close.
- Depot
- The big blast of the map. Lure the ink to it first.
- Mud
- Slows anyone wading through it to 55%, blots and you alike.
- Hills
- On a hill every weapon reaches 20% further.
- Trees and houses
- Nobody walks through them, and they stop arrows and bullets. A blast fells trees and can bring a house down.
02 — The Forest
A trail up through thick woods past a woodcutters' camp, a river ford, a hunting lodge and an old shrine, to the clearing where the giant blot waits. It opens after 2 runs. A long page, 130 meters across and 300 up, climbed from the bottom along a trail worn into the ground.
- Walk into the clearing at the top, marked by a red ring on the ground and on the small map, and the giant blot comes out. Bring it down and the page is held: your best there is your fastest win.
- The clock gives you 8 minutes. Take the ink and the crates along the way, but when it runs out the giant comes for you wherever you are, and the whole swarm with it, growing faster.
- While the giant stands, only its blots come: no squads, no waves. Step out of its ring when it rises; past half its health it rages.
- If you fall on the way, the page pays its purse's share for the way you climbed.
03 — The Desert
Open sand round an oasis town: a ruined fort, an oil field, mesas and dunes, and General Crimson's camps guarding their strongboxes. It opens after 4 runs. It is 210 by 210 meters and its page is held for 10 minutes; the swarm grows more slowly there, but it grows for longer.
- Crimson's camps
- 5 camps out in the sand, each a strongbox of 40 gold with its guards standing round it. They stand still until you come near or strike one of them; the farther out the camp, the tougher its guards.
- Dunes
- As the Village's hills: every weapon reaches 20% further from the top of one.
- Quicksand
- As mud: anyone in it slows to 55%.
- The oil field
- Barrels round the pumps and a fuel dump: the map's biggest blast, for the crowd you lead there.
Controls
01 — On the phone
- Press anywhere and drag: the hero walks that way, faster the further you drag. Let go and he stops. Hold the phone upright; one thumb is enough.
- Tap a card to take it when you level up.
- The small map under the timer shows the whole page: you, the blots round you and the crates still to find.
- The button at the top right pauses; so does the phone's back key.
Questions
How do I attack?
You don't: every weapon strikes on its own at the blots in its reach. Your part is where you stand: close enough for the sword, clear of the crowd, near the ink.
I took the pistol. Where did my sword go?
The hero holds one weapon. The pistol took the sword's place one step higher. What fights beside it is gear, which needs no hands: grenades, the drone and lightning.
How does a weapon evolve?
Bring it to step 5 and carry its power: the bow with the inkwell becomes ink rain, the flamethrower with the powder keg becomes napalm. The next level cards will offer it.
Why did I lose health when a blot fell?
A bloater bursts when it falls and hurts everyone close to it, you included. Let the bow or the pistol finish it from a distance.
What are the barrels for?
Strike one and it goes off, taking the blots round it, and the next barrel with it. Lead the swarm past them first, and do not stand beside one.
Does anything carry over between runs?
Gold does: spend it at Headquarters on more health, sharper weapons, a quicker step, a longer reach for ink, and the second page. Your best time, most blots and highest level on each map stay too, on this device.
Where do I get gold?
From General Crimson's soldiers, who carry their pay, from pouches in the supply crates, from Crimson's tank when it falls, and from the page itself: 60 for a held page, its share for the time you held a lost one. You keep it even when the run is lost.
Why does my first run only offer the sword?
The first run is the sword's, so you learn to walk it into the crowd. Once it is over the bow and the pistol come on the cards, and Headquarters opens.
Does it play offline?
Yes. Once the page or the app has loaded, a run needs no connection.