A wind-up toy sits in the center while its energy drains over time and stops at zero; place two fingers on the toy ring and rotate them together like opening a bottle cap—the game derives twist strength from angular velocity difference and co-rotation to charge the spring, over-twisting snaps the spring for a mistake, release both fingers at full charge to make the toy march forward, reach the stage distance to advance with faster decay next stage, three mistakes end the run, and score combines cleared stages, leftover energy, and twist precision bonuses.
This is a casual game.