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Best
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Hop around a pyramid of 28 cubes and flip every one of them. Red balls come bouncing down the slope and one touch costs a life. Clear the pyramid and the next level starts faster, with more balls.
Tap a cube next to you to hop onto it. You can only reach the four diagonal neighbours, so taps that aren't adjacent are ignored — no falling off the edge.
Landing on a cube advances its colour. From level 3 each cube needs two landings, so you have to cross your own trail. Touching a red ball costs a life and sends you back to the top; three lives and the run is over.
The pyramid has a shape worth exploiting: the top is a dead end and the bottom row is the widest. Sweeping downward in a zig-zag covers new cubes almost every hop, while climbing back up wastes moves on cubes you already flipped. Plan to finish near the bottom rather than stranding yourself at the apex.
Balls only ever move down, never up. That single rule is your whole safety net — a ball above you is a threat, a ball below you is scenery. When one is bearing down, hopping upward past it is usually safer than trying to outrun it downhill, because it will keep gaining on you in the direction you are fleeing.
From level 3 the two-landing rule changes the geometry completely. Cubes you cross early get their first coat for free, so deliberately route through the middle of the pyramid on your way down, then come back for the edges — edge cubes have fewer neighbours and are the ones you will struggle to revisit under pressure.
After losing a life you respawn at the apex with a brief moment of invulnerability. Use it rather than waiting it out: the top of the pyramid is the most crowded place on the board once several balls are in play, and standing still there is how runs end.