Draw a line, then drop the ball
Draw a line, then drop the ball
Draw a line with your finger and it turns solid. The ball falls, rolls along whatever you drew, and you win the level if it lands in the ring. Every level gives you a limited amount of chalk, and the levels keep getting tighter.
Drag on the board to draw. What you draw becomes a solid surface, so a line under the ball is a ramp and a line beside it is a wall.
The blue bar is your chalk. It drains as you draw and the stroke simply stops when it runs out. Undo returns the chalk from your last stroke, so experimenting costs nothing until you drop the ball.
Press Drop to release the ball. Reach the green ring and you move to the next level; miss it, or let the ball come to rest, and you lose one of three tries. Your score is the number of levels you cleared.
Aim to bend the ball rather than carry it. The cheapest solution is almost never a long ramp all the way to the ring — it is a short stub placed where the ball is already falling, angled just enough to throw it sideways. Chalk spent high up buys more sideways movement than the same chalk spent low, because the ball has further to travel afterwards.
Remember that a line is solid from both sides. When the ring sits under a ledge, the trick is usually not a ramp into it but a short wall past it, letting the ball drop, hit the wall, and come back. Vertical strokes are often worth more than diagonal ones for the same length of chalk.
Watch the speed. The ball keeps whatever it has built up, so a long steep ramp can fire it clean over the ring. If your ball is overshooting, do not add more chalk — shorten the ramp or flatten its angle so the ball arrives slower. A ball that arrives slowly drops into the ring; a fast one skips off the rim.
Use Undo freely. Nothing is committed until you press Drop, and the chalk from an undone stroke comes straight back, so the only real cost of a bad idea is the seconds it took to draw. When a level looks impossible, clear everything and look for the shortest stroke that changes the ball's direction rather than the longest one that carries it.