Slosh
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Play to set a score, then submit it to the board.
About Slosh
Slosh is a physics game about a problem anyone who has carried a full glass across a room will recognize. You push a small tray-cart along a rail, and the glass of water on it reacts to every change in speed. Speed up and the water rolls toward the back. Brake and it surges forward. Whatever goes over the rim is gone. The liquid behaves like a damped spring: a swing you start keeps going for a while before it settles, so a clumsy correction can make it worse. The trick is to push against the swing. Brake while the water is rolling back, or ease onto the gas while it is surging forward, and the two motions cancel. Each run lays out three or four stations over gentle hills. Every stop pays for accuracy, and a stop where the water is already still pays more. Refill stations give back some of what you spilled, and a time bar keeps you from crawling. The final END station has a bumper just past it, so a hasty finish can still ruin a clean delivery. Each run comes from one seed, so you can send a friend the exact same rail and compare scores.
How to play
- Hold GAS (→, ↑, D, W or the on-screen button) to roll the cart forward, and hold BRAKE (←, ↓, A, S, Space or the button) to slow down. Let go of both and the cart coasts. If you hold both, BRAKE wins.
- Speeding up throws the water toward the back of the glass, and braking throws it toward the front. The gauge under the scene shows the swing. Water that goes over the rim is lost for good, and if the glass runs dry the run ends.
- Each run has 3 or 4 stations. Come to a full stop within 1 m of a station line to dock. You get up to 500 points for accuracy, plus 400 more if the glass is calm (Calm lamp lit) at the moment you stop. REFILL stations top the glass back up by 15%. If you roll past a station, it scores nothing and you head for the next one.
- The last station is END. Stop there before the time bar runs out to win: you add water kept × 40, half of your remaining ticks, and +1000 if every stop was glass-calm. Rolling past its bumper or running out of time ends the run with only your stop points.
Strategy & tips
- Feather the throttle instead of flooring it. Gas is only half as strong as the brake, but a long full-gas push still builds a swing that a hard stop will tip over the rim.
- Read the gauge arrow. Brake while the water is swinging back toward the rear and the two motions cancel. Brake while it is already surging forward and it slops over.
- Hills keep pushing the cart even when you coast: climbs slow you and descents speed you up. Each station sits on a flat stretch from 3 m before it to 2 m after it, so get your speed set before the flat starts.
- Stop a little short and creep in rather than overshoot. A missed stop costs you its points, but rolling past the END bumper turns a finished delivery into a loss.
FAQ
What counts as a glass-calm stop?
The water has to be nearly level and nearly still at the moment the cart stops inside the zone. The Calm lamp beside the gauge lights when that is true. A calm stop adds 400 points, and making every stop calm, END included, earns a 1000-point Perfect bonus.
Why does braking spill more than accelerating?
The brake is twice as strong as the gas, so it changes your speed faster and shoves the water forward harder. A sudden stop from top speed is the most common way to lose water. Ease off early and let a short brake tap absorb the last of the swing.
Is the same rail the same every time?
Each run is generated from a seed that fixes the number of stations, their types, leg lengths, hills and the time limit. A new game rolls a new seed. A challenge link replays the sender's exact rail, but challenge runs never count toward your best score.