SPALL
A match-3 where the board is your mech. The grid is a walking machine's armour plating, laid out as a silhouette: head, torso, two arms, two legs.
When something hits you, it spalls the plates in the region it struck. Those cells turn to rubble. Rubble cannot be swapped, cannot be matched, and does not fall. It stays exactly where it landed for the rest of the fight.
So damage is not a number going down beside the board. It is holes in your puzzle, in the place you were hit. A crippled arm is not an arm with a penalty attached, it is an arm whose plates you can no longer reach.
Free, plays in your browser, no account, nothing to install.
Where you match decides what it does
The board is a walker, and each part of it drives a different system:
- Head — your targeting lock
- Torso — venting. Heat leaves the frame here and nowhere else.
- Arms — that arm's weapon charge
- Legs — evade
Match a plate in its own region and it counts for far more. That one rule is most of the skill, and it is the reason the mech's shape is information rather than decoration.
Heat is the other half of the game
Every match and every shot adds heat, and heat governs your coil efficiency, which is how fast your weapons charge. A cold frame charges far faster than a warm one. Past the redline the frame warps and starts shedding plates on its own.
The only way to vent is a coolant match in the torso. Which is a problem, because the enemy knows where your torso is. The third sortie is a hauler that attacks nothing else.
Dying is not starting over
Losing a sortie is an eject, not a restart. You keep every scrap of salvage you earned in that fight, the frame is rebuilt whole, and you fly it again with whatever you bought in between. There is no state in this game from which you can lose progress you already earned.
Your campaign saves automatically after every fight and every purchase. Close the tab and come back.
Seven sorties, seven new ideas
Each enemy adds one idea rather than more hit points: a drone that goes for your legs so your evade dies first, a duellist that does everything twice, an assayer that reads your plating and strikes wherever you are thinnest.
Between them, the gantry spends salvage on capability: a missile rack that uses your lock, a breach lance behind it, heat sinks, a repair drone, linked plating that mends the mirrored limb, ablative layers, ranging optics.
And a wrecked arm still fires. It cycles at about a third speed and costs nearly twice the heat, but it hits for full, so pushing a broken weapon is a real decision rather than a free one.
Controls
Mouse, touch, or keyboard. Arrow keys move the cursor, space or enter swaps, M mutes. Play it in landscape.
Made by Core Systems Asset Factory. Every armour plate in this game is generated procedurally from noise fields in code, with no source PNG anywhere in it, and every sound is synthesised from arithmetic with no sample, pack or audio model in the pipeline.
More free browser games and game-dev assets: csaf.itch.io
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Author | CSAF — Core Systems Asset Factory |
| Tags | 2D, Difficult, html5, match-3, Mechs, Pixel Art, Procedural Generation, Roguelike, Score Attack, Singleplayer |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| AI Disclosure | AI Assisted, Code, Graphics, Text |






