Lock Rush
Zach Rustick · Games
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Chart standing · US
What changed · US
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Placements Finish in the top ten of any board and the game now says so - which place you took, how far off first you were, and what it pays. Almost nobody is ever first at something; a lot more people can reach a top ten. Thirty missions Up from ten, so there is something left to chase. Three dot skins are now earned only - a fifty chain, lock fifty, twenty-five Iron Man runs. No amount of gold will buy them. A place to start New players now get a card that says what the game actually is before anything else asks for their attention. Also - Iron Man's card finally looks like the button it always was - The memory modes no longer flash NICE at you when you have just lost - Leaderboards hold together properly: scores finished offline are queued and filed later, and the daily event now runs on the same clock for everyone on Earth - Decoy has been retired
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About
One lock. One tap. Seventeen ways to get it wrong. A dot races around a lock. Tap when it crosses the target. Miss, and the lock resets. That is the whole game — and then it starts taking the rules away. REFLEX The dot reverses on every hit. The target shrinks to a sliver. The dot fades out before it arrives. Two dots orbit against each other and you have to catch the collision. The target burns down in real time. The dot stops orbiting and rebounds off walls instead. MEMORY A grid lights up, then goes dark — reproduce it. Numbered tiles flash, then vanish — tap them in order. Coloured pairs appear for a moment — find every match. Get it wrong and the board shows you exactly what you missed. TRACKING One card shows a key, every card turns face down, and then they trade places. Follow the key and tap it when they stop. More cards, more swaps, and feints that set out and come back. Not memory — you can watch the whole thing and still lose it. IRON MAN The daily event. One life, no checkpoint, no continues: one miss ends the run, however far you got. A different mode every day, identical for every player on earth. The top ten share the day's gold, and whoever leads holds the crown on the menu until somebody takes it. THE GAUNTLET Every mode you have unlocked, shuffled after every single lock. You never get to settle into a rhythm. GOLD Coins turn up on targets, and bonus rounds fill the board with coins and bombs. Every lock you crack pays, and the rate climbs the longer you survive. Bank enough and you can buy your way back into a run you were about to lose, or spend it on dot skins and colour schemes that take over the whole screen. BUILT TO BE PICKED UP Runs last seconds. Retry is a single tap. Checkpoints every five locks mean you never replay ground you have already covered. Memory modes have a speed setting, because the right amount of time to look at a board is not the same for everyone. NO NONSENSE No ads. No in-app purchases. Gold is earned, never bought. There is no account to create and nothing to sign up for — leaderboards use the Game Center already on your iPhone, and your scores are the only thing that ever leaves the device.
What's new · 1.6
Placements Finish in the top ten of any board and the game now says so - which place you took, how far off first you were, and what it pays. Almost nobody is ever first at something; a lot more people can reach a top ten. Thirty missions Up from ten, so there is something left to chase. Three dot skins are now earned only - a fifty chain, lock fifty, twenty-five Iron Man runs. No amount of gold will buy them. A place to start New players now get a card that says what the game actually is before anything else asks for their attention. Also - Iron Man's card finally looks like the button it always was - The memory modes no longer flash NICE at you when you have just lost - Leaderboards hold together properly: scores finished offline are queued and filed later, and the daily event now runs on the same clock for everyone on Earth - Decoy has been retired
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