A weight swings from a rope. One swipe cuts it — and the moment it is cut, the weight keeps exactly the speed and direction the swing gave it. Cut at the bottom of the arc and it rockets sideways. Cut at the top and it barely drops. The whole game is one question: when do you let go?
TIME THE CUT
There is no aim to fumble and no power meter to fill. The pendulum does the work; you decide the instant. A swipe that comes close still slices the rope, so the timing is the challenge — not a pixel-perfect stroke.
LEVELS THAT ARE ALWAYS FAIR
Every level is built from a seed and then simulated before it ships. The game plays a cut at every moment across a full swing and keeps the level only if some cut lands the weight in the basket AND the window of winning moments is wide enough to be a plan, not a fluke. A level that cannot be won — or can only be won by luck — is never handed to you.
IT GETS HARDER HONESTLY
Level one is a gift: no swing, the basket straight below. From there the arc grows wider and the basket slides off to a side, until landing it means reading the swing and releasing on the way past.
CALM BY DESIGN
No timer. No countdown. Miss, and the rope re-ties for another swing. When you were close, a rewarded ad can put the weight back mid-flight.
Quick to pick up, quick to put down — one clean idea, timed well.
Time the cut. The weight swings, you slice the rope, it drops into the basket.