Tap left or right to march your crowd through the better gate. Lose everyone and the run is over.
👆 Tap the left or right half ← All gamesYou are not one runner here, you are a whole marching crowd, and every person in it is drawn on screen. The formation starts as a handful of figures jogging down a wireframe track and fans out into a wide block as you recruit; the number floating above them is both your headcount and your score. Gate pairs keep arriving and you decide, with about a second to spare, which side the crowd is standing on when they hit. Whatever operator you take is applied to the whole squad at once, so a bad door does not dock you points later — it sends most of your people home on the spot. Run out entirely and the march ends there.
Tap the left half of the screen to march left and the right half to march right, or use the arrow keys on desktop. You can keep switching until the gate reaches you. Reading the better of the two gates builds a combo that speeds up the trickle of new recruits you pick up just by marching; taking the weaker one wipes it. Act one only ever offers you growth and the question is purely which door grows you more. Once the squad passes 25 the game turns: shrinking operators appear at the gates, and pink barricades start standing in a single lane between them, shearing a fixed block of troops off your front rank if you plough into one.
Compare against the headcount you are carrying right now, not the one you started with — a doubler beats a +40 only once you are past forty people. Pink gates always cost you, green marks the safe half of a mixed pair, and purple means both gates recruit and you are playing for the margin. Barricades are the one hazard with a guaranteed clean answer: they only ever block one lane, so get out of it early rather than arguing with the next gate at the same time.