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Designed & Developed

by Total Crafter

© 2026 Total Bible

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© 2026 Total BibleDesigned & Developed by Total Crafter
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  1. Home
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  3. Rocket Match
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Rocket Match

Light the fuse. Dodge the blast. Rocket home.

Plant timed igniters and dash around corners in a grid-based arcade game. Each blast sends electricity down the row and column, breaking crates, zapping robots, and setting off other igniters. Plan your escape before you drop the next one.

Choose your igniter by matching its label to rocket cargo from your Total Bible collections. Correct launches earn power-ups. Wrong launches supply the enemy and can bring more robots into the arena. Find the hidden switch, clear out the robots, and board the rescue rocket back to Earth.

Race through 10 increasingly tough Battle Run arenas, take on 10 Challenges with twists like shifting cargo, or play Practice Arena with unlimited hearts and no countdown.

Play

All players

Favorites1

Tags

  • Action
  • Arcade
  • Match
  • Puzzle
  • Strategy

Details

Release date
November 9, 2026
Game Developer
Total Crafter(opens in new tab)

How to play

Launch matching cargo, catch robots in your electrical blasts, and find the hidden switch that calls your ride back to Earth. Your first game starts in Flight School. Follow the glowing tiles to learn the controls and make your first rescue.

Controls

  • Move with the keyboard. Hold WASD or the arrow keys to walk. Hold two directions to move diagonally where there’s room. Pressing a movement key takes over from a click or tap route.
  • Move with a mouse or touchscreen. Click or tap a reachable floor tile and your astronaut will walk there. Pick another tile to change course. Watch for robots crossing your route.
  • Read rocket cargo. Click or tap a rocket from anywhere on the board. With the keyboard, face a rocket on an adjacent tile and press E. Choose Resume, press E again, or press Esc to close the preview.
  • Choose an igniter. Click or tap one of the numbered labels below the arena, or press 1, 2, or 3. Use the magnifying glass to read all available igniter labels at full size. You can select one in that view before resuming.
  • Place an igniter. Stand on a clear floor tile and use Place igniter, Space, or Enter. The device goes on your current tile and its fuse starts immediately. Once you step off it, it blocks the way back until it fires.
  • Jump with the Auto jump upgrade. Keep moving toward an obstacle or click or tap a reachable tile beyond it. Your astronaut jumps automatically when there’s a clear landing.
  • Pause or restart. Press Esc or use Pause to stop the action and music. Choose Resume to continue or Restart arena to start the round over. The cargo and igniter previews freeze the arena and countdown while the music keeps playing.

Match cargo and chain blasts

  1. Compare the labels. Find the igniter that goes with the rocket’s cargo. A trivia question might match the answer on an igniter, or a verse might match its Bible book title. Read the labels before lining up your shot.
  2. Line up the blast. An igniter fires after a couple seconds. Electricity shoots along the row and column, starting with a reach of two tiles in each direction. It launches the first rocket it reaches in each direction, even if that cargo is a mismatch.
  3. Use the obstacles. A crate stops the blast. The first hit cracks it and the second breaks it. A blast that reaches another igniter sets it off immediately, using that igniter’s own label. Set up chain reactions to cover several lanes, then get clear before the first fuse runs out.
  4. Watch both planets. A matching rocket supplies your planet. In arenas that drop gear, every three correct deliveries earn a power-up. A mismatch supplies the enemy planet, which can send in another robot for every three deliveries. You can catch robots in the same blasts you use to launch cargo.

Power-ups

Walk over a power-up after it lands. The first earned drop gives you an extra igniter slot. The slot counter shows how many igniters you can place right now and how many you can have out at once.

  • Extra igniter adds one slot for an active device.
  • Speed makes your astronaut move faster.
  • Longer wires adds one tile of reach to igniters you place afterward.
  • Extra heart gives you one more life in timed arenas.
  • Clock adds 60 seconds in timed arenas. Tiles already electrified by the surge stay live.
  • Protective shoes let you walk on live wires, including the surge. Robots can still zap you.
  • Auto jump lets you leap over crates, rockets, igniters, and robots when there’s a clear landing. You clear floor electricity while airborne, and robots can still reach you with their zappers.
  • Maximum wires gives your igniters full-board reach, including devices already placed. Crates and rockets still stop the blast.
  • Invincibility protects against electricity and robot zaps for 10 seconds. Watch the shield countdown to see when it wears off.

Survive and get home

  • Watch the clock. Most timed arenas start with five minutes. At zero, an electrical surge starts at the edge and spirals inward. It leaves tiles electrified, can take out robots, and sends any cargo it launches to the enemy.
  • Protect your hearts. Battle Run and Challenges start each arena with one heart. Losing your last heart ends the round. In Battle Run, a spare heart lets Earth send a replacement astronaut with starting gear while you keep your progress on the board. Practice Arena also sends replacements and gives you unlimited hearts.
  • Find the Return Home switch. Launch the rocket covering the switch. If the switch stays down, check for surviving robots or enemy deliveries still in flight.
  • Call and board the rescue rocket. Walk onto the raised switch. The countdown stops and any remaining cargo launches automatically. When the rescue rocket lands, walk onto its tile to board and fly back to Earth.

Game modes

  • Battle Run has 10 timed arenas. Clear each one to unlock the next. The boards get larger and the robots get faster and more numerous. Your campaign score carries forward, and each new arena starts with fresh gear. A retry restores the score you brought into that level.
  • Practice Arena has unlimited hearts and no countdown. Try out chain reactions, test power-ups, or take your time reading the cargo.
  • Challenges has 10 arenas with special rules. Win a challenge to unlock the next, or replay an unlocked one from the map.
  1. Robot Takeover puts you up against 20 robots with a zapper igniter and an exposed exit switch.
  2. Jump For Joy starts you with Auto jump and skips power-up drops.
  3. Full Throttle gives you maximum speed, maximum wire reach, and eight igniter slots. Power-up drops are disabled.
  4. Fast Robots sends robots after you at maximum player speed.
  5. Rocket Takeover fills the board with cargo and removes the robots. A wrong igniter match ends the round when the rocket reaches the enemy planet.
  6. Strong Robots gives every robot three lives.
  7. Slow Mo cuts your movement speed to 30% of normal.
  8. Overtime Express starts you with 45 seconds. Each correct igniter match adds 12 seconds.
  9. Shifting Cargo makes up to three rockets blink and slide one tile every six seconds.
  10. Packed House alternates rockets and robots across the open tiles.

Scoring

  • +100 for a correct launch, +250 for defeating a robot, and +50 for breaking a crate.
  • −75 for sending cargo to the enemy and −100 for taking a hit.
  • +100, +250, or +500 for collecting a common, rare, or epic power-up.

Clear the arena to earn victory bonuses. You get +2,000 for taking zero damage and +10 per whole second left in a timed arena. For the +5,000 perfect-match bonus, match every cargo rocket yourself before stepping on the Return Home switch.

Keywords

matching, grid, Bomberman-style, arena maze

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