The character moves on its own, bouncing between walls, and your job is to keep it alive long enough to collect everything on the field. It sounds manageable until the speed picks up. There is no countdown, no timer, no warning. The run just gets harder the longer it goes. Four power-ups appear mid-run and buy you time or options: a shield takes one hit for you, a magnet pulls collectibles in without perfect positioning, a slowdown gives you a half-second back, a large egg pays out more in a single grab. Between runs, currency goes toward skins, upgrades, and stocking up on the power-ups that kept the last run alive.