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Jelly Volley

Jelly Volley

Run your jelly under the ball and let its round head do the aiming — where the ball lands on your head decides the return angle. Beat a rival that gets quicker with every point you score.

How to play

Slide one finger left and right anywhere on the court and your jelly runs toward your finger. Flick that finger upward (or tap with a second finger) to jump. On a keyboard, use ← → or A/D to move and ↑, Space or W to jump.

More: full rules and tips

Your jelly is on the left, the rival on the right, with a net between you. The ball bounces off the round top of your jelly like off a dome: hit it dead centre and it goes straight up; let it land on the side of your head that faces the net and it flies forward, flatter and faster the further from the centre it lands. Running into the ball as it lands adds your speed to the shot.

Each side may touch the ball at most three times before it has to cross the net — a fourth touch gives the point away. You score when the ball hits the floor on the rival's side or the rival touches it four times; you lose one of your three lives when it hits your floor or you touch it four times. Whoever wins a point serves the next one. The game starts with your first touch and ends when your lives run out; your score is the number of points you won.

The rival starts slow — half your running speed — and every point you score makes it a little faster, so it matches your running speed at 15 points and keeps getting quicker after that. It also reacts sooner, places itself more precisely, aims for the open side of your court more often, and hits the ball 2% harder sideways per point. There is no top level.

Tips & strategy

Stand a little behind the ball, not under it. Directly underneath, the ball just pops straight up and burns one of your three touches. Line your jelly up so the ball comes down on the net-side half of your head: a small offset gives a high, safe lob, a bigger one a flat, fast drive that is much harder to reach but can clip the net.

Read the incoming angle. A ball arriving at a slant bounces off at a slant too, so a ball coming down toward your back wall needs you further behind it than one dropping straight. If the ball is already hugging your back wall you cannot get behind it — bump it up, let it rebound off the wall, and use your second touch to send it over.

Use the rival's slow start. For the first points it runs at half your speed and reacts late, so the deep corner furthest from it wins rallies outright. By 10 points it runs at more than 80% of your speed and aims for the side of your court you are not on, so return to the middle of your half after every hit.

Jump only when you need height. A jump adds upward speed, which sends the ball higher and slower — handy to reach a ball that would pass over you or to clear the net from close range, but on most balls a grounded hit is quicker and easier to aim. Count your touches: on the third one, get the ball over the net even if the shot is ugly.