Draw through the storm chamber, seal off pockets, dodge the sparks
This game puts a plasma emitter under your finger and a dark storm chamber in front of you. Drag to steer the emitter off the claimed border and out into the dark, drawing a line behind you as you go.
The line only counts once you bring it home. Return to claimed ground and every pocket you've cut off that holds no spark is sealed and becomes yours. Each level sets a target share of the field to claim, so every run out into the chamber is a choice between a cautious nibble at the edge and a bold sweep across the middle.
That choice matters because the chamber isn't empty. Bouncing sparks drift through the dark, and they are after your unfinished line. The longer you stay out, the more line there is for them to reach. Watch how they move, pick your moment, and get back to safe ground before they catch up.
From level 9 the claimed ground stops being a safe harbour. A crawler arrives and hunts you along the border itself, so even the territory you've already won needs watching. Now you're judging two threats at once: the sparks inside the storm and the crawler on its edge.
There are 14 levels to work through, each asking you to carve out your share of the chamber one sealed pocket at a time. Draw clean, close the loop, and claim the storm.