Capture control points, hold them for score, and blast rivals with your cannon -- highest score wins.
Doodle Armor puts four hand-drawn tanks into one arena and scores the fight like a territory game, not a straight deathmatch. Scattered around the map are control points; rolling onto one starts capturing it, and holding it keeps racking up score for as long as you sit there.
That objective-first design changes how fights actually play out: a rival parked on a point you want is worth attacking not because a kill matters on its own, but because it opens the point back up. Cannon combat exists to clear and defend territory, not to farm kills for their own sake -- the tank with the best score when the clock hits zero wins, even if it isn't the tank with the most kills.
Map awareness beats raw aim here -- glance at which points are contested before you commit to a fight, since a point flipping behind you while you're chasing a kill can cost more score than the kill was worth. Late in the match, defending a point you already hold is usually worth more than a risky push for a new one, since captured score locks in immediately.
Only indirectly. Score comes from holding control points over time, not from kills -- destroying a rival tank matters because it clears them off a point, not because kills are counted toward your score directly.
Drive your tank onto a point and it starts capturing automatically. Once it's yours, you keep earning score every second you control it, until a rival tank rolls in and starts flipping it back.
Whoever has the highest score when the match timer hits zero wins -- it's entirely about accumulated point-control time, so a tank that quietly holds one point the whole match can beat one that's constantly fighting.