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.

Standard ×1.0

Falls, bounces, behaves. The bread and butter.

Small ×1.5

A tiny target that slips through gaps your eye rounds off.

Big ×1.5

Wide and lazy off the line. It needs a wide mouth or a good plan.

Bowling ×2.0

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.

Beach ×2.5

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.

Splitter ×2.0

Splits into two small balls on its first line bounce. Two catches, or two misses.

Eraser no score

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.

Normal ×1.0

The standard target, scrolling upward.

Narrow ×2.0

Tight mouth, double points.

Wide ×0.7

Forgiving, and priced accordingly.

Lidded ×1.8

The lid cycles open and shut. A timing target.

Sideways ×2.0

Mouth faces the field, so it needs a horizontal shot. Rare jackpot.

Fast riser up to ×1.6

Scrolls quicker than its neighbors; speed is priced in.

Obstacles & oddities

Spinner

A rotating bar that swats careless balls. Time your drops.

Pegs & bars

Static geometry that turns clean drops into pinball.

×4 Wall hole

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.

Portal

In one ring, out the other, momentum included.

Life pickup

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.

Slow motion 45

Eight seconds of thinking time.

Wider baskets 60

Every basket opens 40% wider for ten seconds.

Ink refill 75

A full tank, and drawing is free for three seconds.

Freeze 90

Time stops for three seconds: the balls hang, you draw the plan.

The rules underneath

SCORING

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.

COMBO

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.

FEVER

Five matched catches without a miss and the screen edges catch fire: all points ×2 and coins start flowing. Ten deep, coins double again.

BANK SHOTS

Bounce a ball off two or more of your lines before it lands and the style pays a bonus.

INK

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.

HEARTS

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.

GOALS

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.

PACE

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.

NEW THINGS

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.

BREATHERS

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.

CROSSWIND

A steady sideways push. Every drop drifts; aim upwind.

LOW GRAVITY

Floaty falls, big bounces. More time, and more overshooting.

HEAVY GRAVITY

Everything slams down fast and barely bounces.

COLOR RUSH

Every ball spawns the same color while the baskets keep theirs. Suddenly only a third of the board can be matched. Pick your targets.

BOWLING NIGHT

The heavy balls come out. Build ramps, not trampolines.

BEACH PARTY

Everything is extra bouncy. Chaos, but the fun kind.

INK DROUGHT

Your ink budget shrinks. Short lines, chosen well.

SPINNER STORM

Spinners multiply. The air gets crowded.