Cartesian Battleships 3D
Find the computer's fleet by its coordinates before it finds yours: (x, y) on the sea, then (x, y, z) with submarines under it.
How it works
Every point is named by its coordinates. In the first quadrant, x and y run from 0 to 6: across first, then up. In four quadrants they run from β3 to 3, and the negatives go left of and below the origin. In the depth level a third number, z, is the height: 0 is the sea's surface, submarines hide at β1 to β3 under it and a balloon floats at 1 above it.
Tap a point where the lines cross, or type it, and the point you're aiming at shows large before you fire. A miss next to something hidden pings the sonar, so the next question is which of the six points one step away it could be. Every shot is kept as its pair or triple in the log, and the end of each battle shows the shots that found each ship.