Score
0
Time
90
Best
-
A ball hangs from ropes. Swipe to cut them and let physics do the rest — swing it, drop it, and land it in the green goal. Twelve levels, two stars each, ninety seconds on the clock.
Swipe your finger across a rope to cut it. The ball keeps whatever momentum it had, so when you cut matters as much as which rope you cut.
Each level has two stars on the way down. Reaching the goal scores 3, and every star adds 1 more. Miss the goal and the level simply restarts — the only thing you lose is time. The run ends when the ninety seconds do.
A rope only pulls, never pushes. That single fact explains most of what you will see: the moment you cut, the ball stops being steered and simply keeps the velocity it already had. So the real control you have is timing, not aim.
The fastest way to build sideways speed is to cut at the bottom of a swing, where the ball is moving horizontally and fastest. Cutting at the top of an arc does the opposite — the ball is momentarily still, and it will drop almost straight down. If a goal sits far to one side, wait for the ball to sweep toward it and release at the low point.
On two-rope levels the ropes fight each other, and the order of cuts is the puzzle. Cutting one turns a fixed point into a pivot: the ball immediately begins arcing around the rope that remains. Often the first cut is not about moving the ball at all, it is about choosing which anchor it will swing from.
Stars sit on the natural path of a good solution rather than off to the side, so a run that collects both is usually the same run that lands cleanly. If you find yourself contorting to grab a star, you have probably picked the wrong release point — and since a miss only costs time, it is cheaper to restart deliberately than to salvage a bad swing.