Cannon Duel
ORIGINALRead the wind — three hits wins the duel.
🎮 1 Player (vs CPU)
Aim: ← → · Hold Space: power · Release: fire
👥 2 Players (one keyboard)
P1: A/D + hold Space · P2: ← → + hold /
In-game: P pause · M sound · R restart · Esc menu · pick difficulty on the title screen.
Free · No download · No account · An original game made by TwozyGames.
🎮 About This Game
Cannon Duel is old-school artillery warfare with the volume turned up: two cannons dug into opposite ends of a neon mountain range, taking turns to loft shells over the peaks. Every shot is three decisions squeezed into a few seconds — barrel angle, how long you dare to hold the power charge, and how much you trust the wind arrows at the top of the screen. The terrain is fully destructible: every explosion bites a crater out of the mountain, cannons sink into the holes blasted beneath them, and by the endgame the tidy landscape you started with is a cratered moonscape with new firing lines through it. Three hearts each, one heart per hit, no second chances on a shell that flies long. Play solo against three CPU gunners or hand a friend the other half of the keyboard for the classic hot-seat duel.
🎯 How to Play
On your turn, aim your barrel with ← → (it swings between nearly flat and nearly vertical), then hold Space to charge the power bar and release to fire. Longer hold = faster shell = longer flight; the bar tops out in about a second and a half. Watch the WIND indicator before every shot — it changes each turn, pushes your shell sideways for its whole flight, and turns red when it is strong enough to bend a lazy lob off target completely. A shell that lands within the blast radius of a cannon takes one heart (yes, including your own cannon — mind the short lobs). Explosions also carve real craters: terrain that blocked a shot last turn may be gone this turn. Each turn has a 15-second clock, and if it runs out your cannon fires at whatever you had dialed in. In 2-player, Player 1 aims with A/D and holds Space; Player 2 aims with ← → and holds /. Three hits wins. P pauses, R restarts, Esc returns to the menu.
💡 Tips & Strategy
- ▸Bracket like a real gunner: fire, watch where the shell lands, and correct your power by the miss distance. Two disciplined corrections put your third shell on target — panicked full-power swings never converge.
- ▸Read the wind BEFORE you charge. A strong tailwind can add roughly a full extra crater-width to your range, so shave power when the arrows point at your target and add it when they point away.
- ▸High arcs (65 degrees and up) clear the mountain from anywhere, but they hang in the wind longer and drift the most. Flat shots are wind-resistant but need a clear line — after a few craters open up the ridge, flat becomes a real option.
- ▸Use the terrain as a weapon. You cannot shoot through the mountain, but you can shoot AT it: carve the peak down turn by turn and open a direct line for your flatter, more accurate shots.
- ▸The enemy sinking into a crater is not always good news for them — a cannon at the bottom of a pit is harder to splash but also more trapped. Land your next shell on the rim above and let the blast radius reach down.
- ▸Never fire a mid-power shot at a high angle while the wind blows toward you: that is the classic self-hit. If the wind is against you, commit to power or aim flatter.
- ▸In our playtests the Normal CPU hit about one shot in three, so you can out-shoot it just by bracketing calmly. Hard reads the wind perfectly and lands roughly three of four — against it, your only edge is hitting first and never wasting a turn.
🛠 From the Devs
Cannon Duel is the most classical game in our lineup on purpose — Gorillas and Scorched Earth raised half our team — but two design decisions are ours. First, the CPU does not cheat with math: it literally simulates candidate shots against the real terrain and the wind, then aims with human-style error. Difficulty is just how good its wind reading is (Easy models only 20 percent of the true wind, which is why it sometimes shells itself) and how sloppy its final angle and power are. Tuning that honestly produced our favorite QA graph: Easy lost to a simple bracketing script 3-0, Normal beat it 3-2, and Hard needed its aim scatter widened twice because it kept going three-for-three — at artillery ranges, angle noise near the optimal trajectory barely matters, so power scatter is the only honest way to make a gunner miss. Second, craters are permanent and cannons settle into them, which quietly turns a marksmanship game into a siege: you spend your first shells on the mountain, not the enemy, and the map you finish on is one the two of you dug together.
❓ Frequently Asked Questions
Why did my own cannon take damage?
Your shell landed within its own blast radius of your cannon. It usually happens with high-angle, low-power lobs into a headwind: the shell climbs, stalls, and the wind carries it back over your head. Check the wind arrows before soft lobs, and when the wind blows toward you, either commit to more power or flatten your angle.
How exactly does the wind work?
Wind is rolled fresh every turn and applies a constant sideways push for the shell's entire flight — so the longer your shell is in the air, the more it drifts. The arrow count and color show strength (red is the strongest band). High lobs are affected most, flat fast shots the least, and the CPU's difficulty is largely defined by how accurately it accounts for this same force.
Can the terrain be destroyed completely?
Almost. Every explosion carves a permanent crater, cannons settle downward when the ground under them is blasted away, and there is no terrain regeneration — but the map floor is capped so cannons can never fall out of the world. Digging the mountain down to open a flat firing line is a legitimate and often winning strategy.
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