Tap the numbers in order. It sounds easy.
Balls drift across the screen. Find number one and tap it, then two, then three, all the way to the end. A clock is eating your score the whole time, so hesitating costs you — and tapping the wrong ball costs you more.
The idea is simple. The difficulty is in the looking. Your eyes have to hunt for the next number while everything keeps moving.
PICK A FIELD, PICK A RULE
The field decides what the balls do:
DRIFT — ten balls on a gentle float. Where everyone starts.
SCRAMBLE — fifteen balls, moving quicker.
SWARM — twenty balls, fast, and they shrink as you clear them.
SHUFFLE — fifteen balls that re-scatter every few seconds, so remembering where a number sat stops helping.
The rule decides what the game tells you:
GUIDED — the next number is ringed. Follow the ring.
FADE — ringed for the first three, then you are on your own.
BLIND — nothing is ringed. You have to hold the order in your head.
REVERSE — ringed, but you count down from the top.
Sixteen combinations, and the harder rules score more. Blind Swarm is the one to brag about.
EARN AS YOU PLAY
Every run banks coins. A clean run with no wrong taps pays a bonus, and the harder fields pay more.
Spend them on eight ways to draw the balls — glossy, matte, neon, bubble, chrome, wood, sticker and pixel — and on nine scenes that repaint the entire game, from Midnight and Aurora through to Sand and Ember.
Every field has its own world leaderboard. The first time you finish a run the game asks for a name to put on the boards — or say no, and your runs stay on your device and you still play everything. Your personal best is kept for each of the sixteen combinations separately — a blind run and a guided run are not the same achievement.
BUILT TO BE PICKED UP
A run takes under a minute
No account and no sign-up
One-handed, portrait, on phone and tablet
Free to play
Made in Australia by Chalke Customs.
Tap the numbers in order, fast, before the clock eats your score.