Field Guide
Everything that falls, spins, opens and explodes.
Balls
Three colors (red, blue, yellow) and seven bodies. Any basket catches any ball. Matching the basket's color doubles the base and is the only thing that grows your streak, so the combo is really a measure of your aim. The trickier bodies carry their own multipliers on top.
Falls, bounces, behaves. The bread and butter.
A tiny target that slips through gaps your eye rounds off.
Wide and lazy off the line. It needs a wide mouth or a good plan.
Three times the weight, almost no bounce. It doesn't ride lines; it flattens them into ramps. Heavy, but it goes where you point it.
The biggest ball in the game, featherweight and absurdly bouncy. Every touch is a launch and small aiming errors compound with each one. Wind owns it. The hardest body to place, and priced like it.
Splits into two small balls on its first line bounce. Two catches, or two misses.
Rubs out any line it touches and keeps falling, leaving a puff of dust behind. Your ink is useless against it. Catch it in a basket bare-handed and it is disposed of quietly.
Baskets
Harder targets pay more; the multiplier is printed right on the basket.
The standard target, scrolling upward.
Tight mouth, double points.
Forgiving, and priced accordingly.
The lid cycles open and shut. A timing target.
Mouth faces the field, so it needs a horizontal shot. Rare jackpot.
Scrolls quicker than its neighbors; speed is priced in.
Obstacles & oddities
A rotating bar that swats careless balls. Time your drops.
Static geometry that turns clean drops into pinball.
A gap in the wall, with no container walls to catch a sloppy shot. Four times the base, but a hole has no color, so it never grows your streak. Take the points now, or spend the ball on a match instead.
In one ring, out the other, momentum included.
Catch it like any ball to win a heart back.
Power-ups
Bought with coins earned during combo fever. Your first use of each is free.
Eight seconds of thinking time.
Every basket opens 40% wider for ten seconds.
A full tank, and drawing is free for three seconds.
Time stops for three seconds: the balls hang, you draw the plan.
The rules underneath
Any catch scores. Matching the basket's color doubles the base and grows your streak. Everything multiplies: the streak, the basket's tag, the ball's body.
Matched catches build the streak. An unmatched catch still scores but does not extend it, and only a dropped ball resets it. The multiplier climbs to ×20 and holds there.
Five matched catches without a miss and the screen edges catch fire: all points ×2 and coins start flowing. Ten deep, coins double again.
Bounce a ball off two or more of your lines before it lands and the style pays a bonus.
One tank, spent as you draw. Lines lock a second after the stroke starts, fade as they age, and their ink returns when they die.
Five lives; a ball on the floor costs one. One revive per run: watch an ad or spend coins.
Stages and goals
Every stage names a goal on its banner: catch this many balls in matching baskets. The goal is the whole shape of a run.
Meet the goal and the stage ends early and the game steps up a gear. Miss it and the stage still ends, on its own clock, so nothing is ever locked away from you.
Speed, gravity, ink and crowding rise only when you clear a goal. Play well and the game accelerates with you. Find it hard and it waits, holding a gentler board until you are ready for the next gear.
Sizes, side baskets, obstacles, wall holes, heavy balls, spinners, bouncy balls, portals, splitters, lids and erasers arrive one per stage, each announced on its own banner. One new idea at a time, never a pile of them at once.
Every fifth stage eases off: wider baskets, slower spawns, no twist. It is the place to build a streak and bank coins before the next climb.
Stage mutators
From stage 3, most stages roll a twist, announced on the stage banner and gone when the stage ends. They bite harder the further you have earned your way in, and deep into a run they start arriving in pairs.
A steady sideways push. Every drop drifts; aim upwind.
Floaty falls, big bounces. More time, and more overshooting.
Everything slams down fast and barely bounces.
Every ball spawns the same color while the baskets keep theirs. Suddenly only a third of the board can be matched. Pick your targets.
The heavy balls come out. Build ramps, not trampolines.
Everything is extra bouncy. Chaos, but the fun kind.
Your ink budget shrinks. Short lines, chosen well.
Spinners multiply. The air gets crowded.