Roller Paint Strategy: Painting Every Cell
Updated September 2026
Roller Paint gives you a grid of floor cells, walls and a ball. Each swipe rolls the ball in that direction until it hits a wall or the edge, painting every cell it passes. The level is complete when every floor cell is painted, and you have two minutes to clear as many levels as possible. The ball can never stop halfway, so the real puzzle is choosing where it stops. This guide explains how to plan your rolls.
Everything depends on stopping points
The ball can only stop next to a wall or the edge. Those stopping points are the only places you can change direction from. Before swiping, look at where the ball will end up and which directions are available from there. Thinking in stopping points rather than cells makes the level much easier to understand.
Find the hardest cells first
Most cells get painted along the way without any special effort. The cells that matter are the awkward ones: dead-end pockets, single cells tucked behind a wall, and short corridors that only one stopping point leads into. Identify these at the start of each level and plan how you will reach them. The rest of the level can usually be painted on the way to and from them.
Do not strand a corner
The typical way to fail a level is to paint most of the grid and then find that the last unpainted cell can only be reached from a stopping point you can no longer get to. Before rolling away from an area, check that any unpainted cells there can still be reached later.
If you do get stuck, it is usually faster to restart the level in your head from the awkward corner: find a stopping point that leads into it and work out a route back there, rather than rolling around at random.
Use long rolls
A single roll can paint a whole row or column. Rolls that cross large open areas are very efficient early in a level. Later, as fewer cells remain, you may need shorter, more precise rolls to reach specific stopping points. Mixing the two styles is the key to clearing levels quickly.
Keep the clock in mind
You have two minutes in total, and levels get bigger as you go. Spending an extra second planning on each level is almost always faster than rolling blindly and having to backtrack. When a level becomes confusing, pause, find the unpainted cells, and plan only the next two or three rolls.
Recognise common level shapes
As you clear more levels, you will notice recurring features. Long empty rows are painted in one roll. Grids with a wall in the middle create two halves, and you usually need to finish one half before crossing to the other. Single-cell pockets next to walls are almost always reached by stopping at the far wall and rolling back. Recognising these shapes at a glance saves the planning time that decides how many levels you finish in two minutes.
A practical plan
- Identify the awkward cells before your first swipe.
- Plan rolls between stopping points next to walls and edges.
- Use long rolls to paint open areas quickly.
- Before leaving an area, check its unpainted cells are still reachable.
- Plan a few rolls at a time to keep up the pace.
Roller Paint is a puzzle of stopping points. Once you learn to see where the ball can rest and which cells are hard to reach, each level becomes a short, satisfying route rather than a series of lucky swipes.
▶ Play Roller Paint Roll the ball to paint every floor cell.