A ball falls inside a nest of rings. Every ring has one way through. Get out.
There are two ways past every ring, and neither one is wrong.
Thread it. Drag anywhere and the whole wall turns at once. Bring an opening round to where the ball is going and it slips straight through. Fast, and it pays double.
Break it. Let the ball hammer the same stretch of wall until it gives way. Slower, and it costs you a star, but it always works.
The whole game is choosing between those two, ring after ring, while the clock runs down.
SEE WHERE THE BALL WILL LAND
A mark on the wall shows where the ball is about to arrive, and it turns green the moment an opening is under it. Nothing does the work for you. You just get to see what you are aiming at.
40 LEVELS, AND NO TWO WALLS ARE CUT THE SAME
Five chapters. Openings lined up into a corridor, a spiral staircase, twin doors, a narrow picket, rings turning against each other. Three stars a level, and the third one is only ever for threading.
CARDS, MID RUN
Every few rings the run holds and offers you three. Heavier hits, wider gaps, a livelier ball, more clock. Two runs of the same layout are never the same run.
EVERY WALL PLAYS A NOTE
Hit a ring and it plays the next note of a real melody. Ten songs. A good run turns into a performance instead of a noise.
AND
Endless, Rush, Chaos, and a daily challenge that is the same for everybody. Chains of cracked rings that come apart several at a time. An ultimate you earn by hitting things and spend on the ring you cannot line up. Ten ball palettes and five trails to unlock. Daily goals, and a streak for coming back.
NOTHING TO BUY
No account. No sign in. No subscription. Everything in the game is already in the game, and it plays offline.
One ball, a wall of rings. Thread the gap, or smash straight through.