Guide

The whole game on one page

Two gestures, one angel, one reinforcement. Enough to hold the first stage on your first game.

Two gestures, never confused

Tapping launches the weapons. A short tap, the finger landing and lifting without moving, triggers exactly one salvo at the same instant: your guardian angel, the rosary of the cross of Jesus and your reinforcement if it is charged. No cooldown, only a short anti-burst delay. The salvo goes toward the threat nearest the point you tapped, with no limit of distance.

Sliding moves your allies. A finger that travels a little before lifting launches nothing, neither during nor at the end: it moves your reinforcement, or an angel within the limits of its zone. Placed somewhere other than on a character, it moves all your reinforcements together.

A tap that turns into a slide has launched nothing. Two taps very close together are not lost: the second is held and goes just after.

The spiritual reinforcement, for its part, never obeys the tap. It acts alone, according to its speciality.

Michael, artwork from the game Spiritual combat

The controls

With a finger, everything happens in the combat area. On a keyboard, the same gestures are available.

  • TapA short tap fires a salvo toward the threat nearest the point you tapped.
  • SlideMoves your reinforcement, or an angel within its zone. Elsewhere, moves all your reinforcements.
  • SpaceFires a salvo toward the most pressing threat. The Enter key does the same.
  • 1Chooses the first guardian angel. The 2 and 3 keys do the same. Only one angel acts at a time, and the change is immediate and free.
  • Shift + 1Brings that angel down close to the people for a few seconds, only if a major threat or a boss is present. From there, its shots hit twenty per cent harder. Tapping the angel chooses it.
  • RYour reinforcement throws its secondary weapon instead of its Bible. Tapping the character has the same effect, and fires no salvo.
  • ButtonThe incense, the anointing oil or the heavenly light, depending on the stage. It consumes the whole gauge.
  • DefenseTwo seconds of protection when a threat strikes back. And when the gauge is broken, the same button calls the assistants: it always says what it is about to do.

The gauge and the power of the stage

Every threat pushed back fills the gauge. Three thresholds: at a third, at two thirds, then at the maximum. The higher the threshold reached, the more your blows hurt, and the stronger the power of the stage when you trigger it.

  • First threshold: the smoke of incense neutralises two threats at once.
  • Second threshold: the reinforced cloud takes four, over a wider area.
  • Third threshold: the heavenly surge sweeps away every threat on the screen.

The power consumes the whole charge. Knowing how to wait for the right moment is worth more than triggering it early: a dense wave turns around in one go.

If Satan breaks the gauge, it falls to zero and stops filling. The power button closes and tells you why. Press Defense: the Cherubim rebuild the gauge in ten seconds, the Seraphim in three, and it comes back completely full. A short window then protects you before he can start again.

A golden censer and the smoke of incense rising above the valley.

The weapons turned back and the Defense

Specialised demons do not merely advance: they turn your weapon back and send it toward the person they were aiming at. The deviation can be seen, the weapon pivots and leaves again in a red trail. You have about two seconds to raise the Defense, a little less at the hard levels, never less than one second.

The Defense does more than stop: it sends the blocked attack back at the demon that threw it, with one and a half times the damage of the returned weapon. A Defense raised for nothing recharges faster than a Defense that blocked.

Three things limit the risk, and this is where the choice of angel becomes strategic:

  • Heavy weapons resist better: the staff is turned back easily, the sword of fire less so, Michael's spear very rarely.
  • Repeating the same attack can be read: with every identical throw in a row, the demon is likelier to turn it back. Changing angel resets the count.
  • A delay always separates two deviations, across all demons: there is never a permanent counter-attack.

Three defensive skills are unlocked with progression: a wider reaction window, a shorter cooldown, a slightly longer protection.

The power gauge broken, shards of glass and demons in the flames.

Aiming well beats striking fast

Every threat has an angel that suits it. During the game, the game marks the recommended angel with a star and shows the match: ideal, fair or poor.

  • A well-suited weapon hits markedly harder and gets past the resistance of reinforced and major threats.
  • The final blow given by the ideal angel pays a quarter more points.
  • Pushing back a threat less than four seconds after the previous one keeps the streak alive, up to fifty per cent more points.
  • Finishing a wave without Jesus having had to step in pays a bonus that grows with the wave number.

Conversely, every intervention by Jesus costs points, the more so the bigger the threat that got through. The score never falls below zero.

Progression and unlocks

Games pay progression points, increased at the hard levels. They serve to unlock skills and companions. The challenges give the rest.

  • Ten threats pushed back in one game.
  • A wave finished without Jesus stepping in.
  • Eight threats pushed back with the recommended angel.
  • Eight reinforced threats pushed back, then one major threat.
  • Each stage cleared, up to the final challenge of heavenly power.

On the companion side: the Carthusian brother, the sister in Christ, the Seraphim, and the Templar Knight, the most demanding of the four. The nine backdrops are unlocked the same way.

The points also serve the shop: seven items, from the Templar armor to the Palms of Jerusalem, plus the Knight's Rampart. You take at most three along per game. Nothing is bought with real money.

The theme of the session

Before the game you can choose one of seven themes: family and relationships, love life, work and finances, health and well-being, social life, personal trials, family and protecting loved ones. Or none, and that is free combat.

Every demon then receives the label of a difficulty from that theme, which follows it on the screen, while its real name stays readable in the information area under the buttons. The theme does not change during the game, and the summary says what you pushed back.

It is symbolic and playful. It is never a diagnosis, and winning a game obviously does not settle a real difficulty. You have no personal information to enter.

Settings and comfort

Everything is in the game settings, and stays on your device.

  • Difficulty: Catechesis, Baptized, Confirmed, Guide.
  • Reduced motion: no more sparks or shakes, the apparitions are cut.
  • Reinforced contrast and essential mode: the screen keeps to the essentials, the rules do not change.
  • Low quality: for modest phones, the game stays smooth.
  • Sound and voice: the sounds are synthesised and light, the voice is off by default.
  • Representation: classic or afro, as on the rest of the platform.

Six pieces of advice for your first game

  1. Start on Catechesis with two or three people to protect, not nine.
  2. Tap in front of the threats, not on them: the salvo goes to the one nearest the point you tapped.
  3. Change angel when the threat changes: it is free, and it confuses the demons that learn your attacks.
  4. Keep the Defense for the weapons turned back, never out of habit, and call the assistants as soon as the gauge is broken.
  5. Wait for the third threshold before triggering the power, unless a person is about to be reached.
  6. Tap your reinforcement as soon as its secondary weapon is ready: it costs no salvo.

That is enough theory

The first wave will teach you faster than this page.