Ink Cannon
Pull back the ink slingshot, read the dotted arc and let fly. Every paint can you knock off the shelf counts โ topple a whole row in one shot for a multi-kill bonus, and bank the ball off the walls to reach cans tucked behind cover. Ammo is limited: twelve hand-built stages, same order for everyone.
How to play
Press and drag anywhere on the board to pull the ink slingshot back โ the further you pull, the more power. A row of dots previews the exact arc the ball will travel, including the first wall bounce. Release to fire. Knock every ink can off its shelf to clear the stage. If you topple several cans with a single ball you score a doubling multi-kill bonus, so line your shots up. The ball can ricochet once off a side wall or the ceiling โ use those bank shots to reach cans hidden behind cover. Each stage gives you a fixed amount of ammo; run out with cans still standing and the run ends. Clear a stage with ammo to spare and the leftover shots add to your score.
Twelve rooms, built by hand, in the same order every time
There is no level generator here. The twelve stages are written out as literal coordinate lists in the page's own source โ a shelf is three numbers, a barrier is four, a can is two โ so stage 7 is the same stage 7 for everybody who loads the page. Between them the twelve layouts hold 57 cans and hand out 42 shots, which is more or less the whole difficulty curve in two numbers.
The first four stages contain no barriers at all: a shelf, a few cans on top, a clear line from the slingshot. Stage 3 stacks six cans into a three-two-one pyramid, which is the game quietly showing you what a full sweep looks like before it starts charging you for one. Barriers arrive at stage 5 as a single 40-pixel column planted in front of the shelf, and from there every layout is a question about getting behind something. Stage 10 is the nastiest: a column 412 pixels tall in front of the shelf, a flat slab strung across the approach, four cans in the pocket behind โ and two shots. The finale opens back out again: three shelves, two barriers, seven cans, six shots.
Ammo is the real difficulty dial. The open stages give four or five shots, the walled ones give three, and stages 8 and 10 give two. When a stage feels unfair it is usually not the layout; it is the allowance.
What the dotted line actually knows
The preview is not a simplified sketch of the shot. It calls the identical function the live ball uses โ same 1,500-pixels-per-second-squared gravity, same 1/120-second steps, same bounce arithmetic โ and plants a dot every ninth step. So it tells the truth about the parts you would expect a preview to fudge. The ricochet is drawn where the ball genuinely arrives, including the tenth of its speed that a bounce costs on both axes, and if the dots stop dead against a barrier it is because the shot really does die there.
It has one blind spot, and it is length. Eight dots spaced 0.075 seconds apart cover six-tenths of a second of flight. A flat shot on an early stage reaches the shelf inside that window and the aiming is nearly free. A high lob off the ceiling is airborne for considerably longer, so the line simply runs out in mid-air and the last stretch is yours to estimate โ which is the actual skill the back half of the campaign is testing.
Cans, incidentally, deflect nothing. The ball passes through them at unchanged speed and knocks them off as it goes, so the preview stays accurate even after it has drawn straight through an occupied shelf. It is also the reason a whole row can go down to one ball.
Where the big numbers come from
A shot is worth 100 points, doubled for every extra can the same ball topples: one can 100, two 200, three 400, four 800, five 1,600. The multiplier belongs to the ball, not to the stage, so two separate two-can shots come to 400 while one four-can shot is worth 800. That single rule is why the pyramid on stage 3 and the seven-can finale are worth staring at for a while, and why picking cans off one at a time is the expensive habit.
The other source is leftovers: clearing a stage banks 50 points for every shot you did not fire. Retry rebuilds the stage and gives its ammo back, but it never claws back points you have already earned โ so on the two-shot stages, retrying early is usually better value than a hopeful final ball, because emptying the ammo with a can still standing ends the run on the spot.
Your score stays in the page unless you decide otherwise. When a run ends you can type a name and press Post, which writes a single record โ the game id, the name you typed, the score, and a server timestamp โ to a shared public leaderboard, and remembers that name in your browser so you don't retype it next time. Skip the name box and nothing leaves the page. If the leaderboard code fails to load, the game itself is unaffected; only the board reports itself offline.
Frequently asked questions
How do you play Ink Cannon?
Press and drag anywhere on the board to pull the slingshot back โ further means more power โ then release to fire the ink ball. A dotted line previews the arc. Knock every can off its shelf to clear the stage. The ball can bounce once off a side wall or the ceiling, which lets you reach cans behind cover.
How is the score calculated?
Each shot scores 100 points times a multi-kill multiplier: one can is 100, two cans in a single shot is 200, three is 400, four is 800, doubling for each extra can toppled with the same ball. Clearing a stage adds 50 points for every unused shot. Your total carries across all twelve stages, and you can post it to a casual global leaderboard for fun.
What does the Retry stage button do?
Retry rebuilds the stage you are on: every can stands back up and the shot count resets to whatever that stage gives you. It rewinds the layout, not the scoreboard โ points you already banked stay on your running total. Worth using on the tight later stages, because firing your last shot with a can still standing ends the run there and then.