Fifty levels in five worlds. Each has a target score: reach it to clear the level, double it and quadruple it for more stars. Stars open the next world.
Hold the field to fire; slide your finger left while holding for more power, right for less. Tap BANK twice, or hold it, to end early and keep your score. Running out of balls ends the run too. The hopper holds 99 at most.
Coins come from every run. Spend them in ADD-ONS on upgrades, balls with different weights, active skills, and boosters for a single level.
Out of balls? A FINAL STRAW buys five more, dearer each time. SECOND WIND keeps a failed run alive once.
Tap a bat or blob to bribe it away, a sealed pocket to reopen it, a capsule to reroll it. Coins, every time.
The penalties never go away: red pockets and black holes take a slice, CRASH takes more, the drain leaks from world 2. Upgrades soften them, nothing removes them.
The DAILY is the same board for everyone. PURE hands everyone the same kit for the day: a ball, two skills, tier-one upgrades. +ADD-ONS uses yours, on its own table that shows what everyone used. ENDLESS opens after level 50. CUSTOM tables are your own rules, saved on this device.
Desktop: space fires, arrows set power, 1–3 use skills, B banks, Z and X flip.