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Slash the glowing balls, never the bombs. Every ball that escapes costs a life. Six stages ramp up to Overdrive with ten ball types: splitters, armor, ghosts, chain lightning, magnets and more.

Difficulty 3 lives
Your record
0Runs
—Top score
0Best streak
    No runs yet. Your last runs show up here.
    Scoring
    +10Each orb
    −15Bomb · lose a life
    +5 / +15Double / Triple combo
    +30 / +50Quad / Mega combo
    Ball guide
      Score0
      STAGE 1/6
      60.0
      Streak0
      WAVE 2Splitters · zig-zags · gold
      NEWSplitterslice the pieces too!
      DRAG TO SLASH
      Hold the mouse button and drag to slash · P pauses
      B
      Run over
      0
      points on Medium
      0Slashed
      0%Accuracy
      0Best streak
      0Best combo
      0Bombs hit
      +0XP earned
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      About Swipe Slash

      Swipe Slash is a slicing game. Balls fly across the screen and you cut through them with swipes over a one-minute run of six stages that keep speeding up.

      How to play

      • Every ball that escapes and every bomb you slice costs a life. Easy gives 5 lives, Medium and Hard give 3.
      • New balls join as you go: Splitters break into pieces, Armored balls need two cuts, Ghosts are only solid some of the time, and Freeze, Frenzy, Chain Lightning and Magnet balls change the field.
      • Slice three or more balls in one swipe for a combo bonus. Survive all six stages for a bonus for each life left.

      Controls

      Press and drag through the balls with your finger or mouse.

      Good to know

      Free to play, no account needed. Plays in any modern browser on phone, tablet or computer. Sign in to put your scores on the Swipe Slash leaderboard.

      More about Swipe Slash

      Swipe Slash rewards planning your cuts as much as fast fingers. A single swipe can pass through several balls, so the best players read the field, pick a path and cut through as many targets as possible while leaving bombs untouched. It trains hand-eye coordination and quick decisions about what to slice and what to ignore.

      The 60-second run is divided into six stages of ten seconds each: a warm-up, then Splitters, zig-zags and golden balls, then Armored, Freeze and Frenzy, then Ghosts and Chain Lightning, then Magnets and crossfire, and a final stage called Overdrive. Each stage adds something new while the balls get quicker and the gaps between them shrink.

      Scoring and progress

      A plain orb is worth 10 points, and special balls vary: Zig-Zag 15, Armored 25, Ghost 20, Chain Lightning 15, Magnet 20 and Golden 50. One swipe through two balls adds 5 bonus points, three adds 15, four adds 30, and five or more adds 50 plus 15 for each extra. A bomb costs 15 points and a strike. Surviving all six stages gives 25 points plus 25 for each life left, up to three lives. Bests are saved per difficulty.

      Common questions

      How many strikes can I take?
      Easy allows 5 strikes. Medium and Hard allow 3. A strike comes from a bomb you slice or from certain balls escaping the field.

      Which balls cost a strike if they escape?
      Standard orbs, Splitters, Zig-Zags, Armored, Ghost, Chain Lightning and Magnet balls do. Golden, Freeze and Frenzy balls do not.

      How is the grade decided?
      It mostly depends on your accuracy, which compares balls sliced against bombs hit and balls missed. The top grades also need you to survive or reach later stages, and an S needs a streak of at least 25.

      Tips and strategy

      • Slice through several balls in one pass instead of making many short taps. Bonuses grow quickly, from 5 for two balls to 30 for four.
      • Leave bombs alone. A bomb costs both points and a strike, so it is better to let one fall than to risk clipping it on a big swipe.
      • Slice Splitters, but remember that each breaks into three pieces. The pieces are small and still count as targets that cost a strike if they escape.
      • Armored balls need two slashes, so hit them early and then come back for the second cut before they leave the screen.
      • Golden, Freeze and Frenzy balls do not cost a strike if they get away, so they are optional. Take them when they are convenient, especially Freeze, which slows time for three seconds.
      • Watch out for Magnet balls, which pull balls and bombs together. A tight cluster is great for combos but can pull a bomb into the path of your swipe.

      More advice in the Streaky guides.

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