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Hop diagonally across an isometric pyramid of cubes, flipping each one to the target color. Don't fall off the edge, and don't get caught by the red bouncers rolling down the pyramid.
Tap one of the four cubes adjacent to your hopper (down-left, down-right, up-left, up-right) to jump onto it. Each landing flips that cube one step toward the target color. On levels 4 and 5 each cube needs two landings to lock in, and from level 6 it needs three.
When every cube is the target color, the level clears and the next begins, with more enemies and faster hopping. From level 8 there is no cap: every level the bouncers rest less between hops, drop in more often and more of them fit on the pyramid at once. Hop off the pyramid edge or land on a red bouncer and you lose a life — you have three.
Pick an edge and sweep. The pyramid's two outer edges (the leftmost and rightmost cube of every row) each run in a straight line from the apex to a bottom corner: keep hopping down-left, or keep hopping down-right. That's six cubes done with no risk of falling, since you never have to aim off the edge — just don't tap one more time at the bottom corner.
Keep one enemy in your peripheral vision, not both. The red bouncers only fall — they never climb. That means once you're above them on the pyramid, you can ignore them for several seconds while you work the top rows. Spend that time finishing the corners and apex; save the messy bottom-row painting for when you've thinned the threat with hops back up.
Up-hops beat down-hops when an enemy is close. A down-hop puts you closer to where any descending enemy is going. An up-hop puts space between you and the entire enemy population, since they only spawn from the top and fall. If you're cornered with an enemy two cubes away on the same level, the safe move is almost always up — even if it means re-painting a cube later.
From level 4, two-step cubes punish backtracking. When each cube needs two visits, retreating across already-half-painted cubes turns out to be free progress, but only if you finish them. Half-painted cubes left behind force you to plan a second pass — count what's left, and try to finish a half-painted region before sweeping into fresh territory.