Hard Rain Manual

Gameplay

Basics

Objective

The goal in Hard Rain is to prevent the falling drops from reaching the bottom of the board. Drops that reach the bottom are funneled through the drain and raise the water level meter to the left side of the board. The level is lost when the meter crosses the mark.

Building

In order to accompish the goal, defenses are built on the available empty spaces on the board. The defensive components are purchased using resources (ammount shown in blue in the upper left corner.)

Clock

When you are ready to start a round, press GO. The rain will begin to fall and the round clock (in red in uppder right corner) will begin to count down. If the time limit for a round is reached successfully all rain will be cleared, and on the final round of a level, the level is won. (The current round and total number of rounds for a level are show to the right of the round clock.)

Modes

Classic Mode

Classic Mode is the puzzlier side of Hard Rain. All the elements of the gameplay are introduced through unique challenges. Each level is has a limited number of rounds and is won when all rounds are survived.

Arcade Mode

Arcade Mode is the hard core strategy side of Hard Rain. The rounds are endless and the goal is to survive as long as possible. High scores can be posted to the online leaderboards.

Components

There are 3 types of components - Field, Force, and Solid. One of each type may be built on any empty space. All components can be sold back for half of their total build cost. (Before pressing GO on the first round of a level, they can be sold for full cost).

Components > Field Type

The Field Type components include Destroyer, Compromizer, and Vaporizer. Field Type components affect the composition of drops in different ways. Field components can be upgraded to level 4.

Destroyer

The Destroyer damages drops that overlap it. Red is added to the drop color as it is damaged. Drops that take enough damage are destroyed and explode, releasing resources.

Specs

Level Cost Strength
1 300 1X
2 +500 2.5X
3 +1000 6X
4 +2500 14X

Strategery

  • Only way to destroy drop
  • Triggers Explosions
  • Relatively Expensive

Compromizer

The Compromizer component increases the vulnerability of a drop to other field components. (Similar to an damage against a shield.) The amount compromized is reflected in the level of green color in drop. (Appears yellow when mixed with red from damage.)

Specs
Level Cost Strength
1 250 1X
2 +400 2.5X
3 +800 6X
4 +2000 14X
Strategery
  • Does not trigger explosions
  • Max 6X increase in vulnerability
  • Ineffective unless placed before other fields in flow

Vaporizer

The Vaporizer component decreases the mass of overlapping drops, increasing the effectiveness of force components later in the flow. A halo develops around a drop as it is vaporized.

Specs
Level Cost Strength
1 200 1X
2 +300 2.5X
3 +600 6X
4 +1500 14X
Strategery
  • Increases the 'flow capacity' of your defense
  • Drops will not lose more than 80% of their original mass
  • Drops left at end of round do not add to resources

Components > Force Type

The Force Type components include Pusher, Damper, Pulsor, and Attractor. The Force Type components apply force to drops in different ways. Each can be used in constant or direct mode. In Direct mode, the total force of the component is split between all the drops that overlap it. In Pulse mode, force is applied intermittantly but is 1.5X stronger and is the same regardless of how many drops it is applied to. Force components default to direct mode when built, but can be switched to pulse and back at any time. Force components can be upgraded to level 4.

Pusher

The Pusher component applies force in a single direction to drops overlapping it. The direction of the pusher is chosen when buying.

Specs
Level Cost Strength
1 200 1X
2 +300 2.5X
3 +600 6X
4 +1500 14X
Strategery
  • High degree of control
  • Relatively expensive

Damper

The Damper component reduces the velocity of touching drops. The damping force is directionless, and is applied as a continuous percentage reduction in the velocity of the touching drop. Like all force components, the strength of the Damper is affected by the mass of the drop it is acting on and is divided among all drops.

Specs
Level Cost Strength
1 150 ~5%
2 +250 ~12%
3 +400 ~30%
4 +1000 ~70%
Strategery
  • Relatively inexpensive
  • Pairs well with field components
  • Effective before other force components in flow

Repulsor

The Repulsor component applies force to overlapping drops outward from its center.

Specs
Level Cost Strength
1 100 1X
2 +150 2.5X
3 +300 6X
4 +700 14X
Strategery
  • Inexpensive
  • Effective when placed below blocks
  • Effective when used with solid components
  • Unreliable

Attractor

The Attractor component applies force to overlapping drops inward toward its center. It also applies a slight damping force.

Specs
Level Cost Strength
1 200 1X
2 +300 2.5X
3 +600 6X
4 +1400 14X
Strategery
  • Effective when used with field components

Components > Solid Type

The solid type components include Peg, Spinner, and Spring. Solid Components provide various solid barriers to block to flow of rain. Solid components cannot be upgraded like other components but remain effective even as ball resistance and mass increase each round.

Spinner

The Spinner component rotates in either clockwise or counter-clockwise direction. The direction of rotation is selected when buying, and can also be reversed at any time.

Specs
Cost: 400
Strategery
  • Equally effective against any mass
  • Effective when placed beside a block
  • Inexpensive for late rounds
  • Expensive for early rounds

Peg

The Peg is a static solid that can be placed in the center or in any of the six corners of a space. The position is chosen when placing.

Specs
Cost: 250
Strategery
  • Relatively inexpensive
  • Equally effective against any mass

Spring

The Spring component is a solid that is triggered by drops that touch it. Each time it is triggered it repels any touching drops and generates one resource, up to a maximum of 300.

Specs
Cost: 200
Strategery
  • Generates up to 100 more resources than its cost
  • Can introduce chaos into your flow

Rain

Standard Rain

Standard rain comes in small medium and large sizes. It falls in equal portions.

Specs
Type Radius Mass Resist Value Blast Radius Blast Force
Small 5 .23 1X 5 19 50
Medium 6.3 .28 1.4X 8 22 58
Large 7.5 .33 1.8X 12 26 68

Nuclear Rain

Nuclear rain is a large special type that produces a large and powerful blast when it explodes. It falls according the frequency specified by the level parameters.

Specs
Type Radius Mass Resist Value Blast Size Blast Force
Nuclear 11 .54 1.8X 20 143 375

Spawner Rain

Spawner rain spawns additional drops when destroyed. The large initial drop spawns 6 smaller spawner drops, which in turn spawn 10 standard small drops each. Spawner drops fall according the frequency specified by the level parameters.

Specs
Type Radius Mass Resist Value Blast Size Blast Force
Spawner Large 11 .54 1X 20 14 38
Spawner Small 7 .31 1X 8 14 38