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Paper Wings XR

Throw paper planes over a hex diorama, and pick your moment to let a bomb go.

The Paper Wings XR table seen from where a player stands: a dark slab carrying seven interlocking rows of hexagonal tiles — green meadow, darker forest dotted with conical trees, a blue lake, sandy shores and a grey ridge of hills — with a tank, a helicopter, a howitzer, a supply truck and two flak guns standing on red-and-white pads, a village of houses and a church on bare ground, an orange wind sleeve on the shore, and five grey barrage balloons floating above the board on long cables. An orange-bordered panel to the left is headed 2-7 The garrison, gives the level's brief, a par of 70 seconds and the weather, and counts six targets standing.
Level 2-7 as it opens: six targets on their pads, a village, the barrage overhead, and the briefing beside it.

A small landscape hangs below eye level in passthrough: rolled hills, a lake, a village, and things standing on it worth bombing and things that are not. Squeeze the grip and a paper plane is in your hand; let go mid-swing and it glides off over the board, banking whichever way your wrist was rolled. While it is up, the trigger drops a bomb — it keeps the plane's speed for a moment and then falls, so every hit is a question of lead. Five chapters, from the home meadow to the airfield, each board flown as a sortie and graded out of three stars, and everything it knows stays on the headset.

What makes it interesting

  1. Every military target stands on a red-and-white pad and nothing civilian ever does. From flying height you cannot read a silhouette, but you can read a pad — and a bomb on anything civilian ends the sortie where it falls, so a run is won by dropping on the right hexes rather than on all of them.
  2. The flak batteries have to come round onto a plane before they fire, and they fire at where it will be, worked out from nothing but where it has been seen. A gun turning your way is the first warning; a string of tracers curving onto you is the second.
  3. Balloons are moored in exactly the band a thrown plane glides through, so they have to be flown around rather than over. Touch one and the plane comes down tumbling; put a bomb through one and it pops, opening that lane for the next run.
  4. The planes fly in the wind rather than being pushed by it: a throw into a headwind climbs and comes down short, a throw across it is carried a hex or two downwind. The clouds and the sleeve on the shore show which way, and the sleeve is the one thing on the board on your side — which is why a bomb on it ends the sortie like a bomb on a roof.
  5. After dark the pads cannot be read and the guns are blind until a searchlight locks a plane. The village's windows are lit and nothing military ever is, so what the night shows you is where not to drop.

The game served here is the release build, the same one paperwings.apendua.dev has. Invited playtesters get the workshop build at the same address: the emulator for playing in a tab, the tuning card beside the board, and the URL pins the screenshots are taken with.