Swipe to roll. The ball slides until it hits a wall, painting every cell it crosses.
Each level shows a grid with a ball, dark walls, and gray floor cells. Swipe up / down / left / right to roll the ball in that direction.
The ball slides — it does NOT stop until it hits a wall or the edge. Every floor cell it passes through gets painted blue.
The level is cleared when every floor cell is painted. Move on to a bigger, denser grid.
Think before you swipe: a single roll often paints a whole row at once, but stopping at the wrong spot can lock you out of an isolated corner.
Goal: clear as many levels as you can.
Because the ball never stops until it hits something, every swipe paints an entire line at once, but it also drops you somewhere you did not choose. Plan the route as a sequence of stops, not destinations: ask where each roll ends and whether that landing spot gives you a useful next direction. Walls are your friends here — they are the only thing that lets you control where a roll finishes.
The fatal mistake is sealing off a floor cell you still need to paint, because once the ball can no longer reach it the level is unwinnable. Save the edges and corners that have only one approach for moments when the ball can actually stop next to them, and treat narrow dead-ends carefully — entering one often costs you the only exit. When a layout looks tangled, trace your full path mentally before the first swipe rather than discovering a stranded cell three moves too late.