Hold · Drag · Release
A minimalist neon physics toy. Press anywhere and a pressure cloud grows under your finger. Drag it to where it matters. Let go, and the pressure blows apart the geometry drifting toward the core.
When do you release? The longer you hold, the harder the blast — but past the overpressure line the cloud only fizzles: no shockwave, no points, and a penalty on top. The rim flickers through the last quarter of the charge, so an overcharge is always your own call. Shapes that drift into the cloud drain the charge while you wait.
Nothing is damped. Every blast is a slingshot, under a nebula band and three layers of stars.
Light gravity and a wind that shifts across the screen, with haze banks and drifting dust.
Blasts become short shoves, everything sinks slowly through caustics and light shafts.
Arcs jump between nearby shapes on their own, whether you fire or not.
Shapes do not fall apart into pre-baked pieces. They split into convex shards around the point the blast landed, and those shards can be shattered again. Whatever is too small is left behind as dust.
No sign-up, no ads, no in-app purchases, no tracking, no analytics. Puff plays fully in airplane mode; the only thing it ever sends is your score to Game Center, and only when you are signed in. See the Privacy Policy.
Built with Flutter, Flame and Forge2D (Box2D v3), drawn with custom fragment shaders on Impeller. The source is on GitHub.