Nine aliens are on the run, and their hiding place was a sweet jar.
It was Zerb's plan. Hazard called it "a tactical position". Frost called it "beneath us". Zerb called it "Nobody checks a jar."
Somebody checked the jar. Then they screwed the lid on.
HOW IT WORKS
Drag along the top, let go, and an alien drops into the jar. When two of the same alien touch, they pop together into the next one up. Fizz and Fizz make Gloop. Gloop and Gloop make Munch. Every pop pushes on the lid, and the bigger the pop, the harder the push. Fill the lid meter and the lid bursts off. The crew are out. You are the rescue.
Fill the jar past the MAX line first, and they are caught.
TWENTY JARS
Every jar is a little worse than the last. Heavier lids. Smaller jars. Bigger aliens dropping in. Escape a jar to open the next one.
THREE STARS A JAR
One for escaping. One for the jar's own goal, like landing a 4-chain or making a Hazard. One for getting out in fewer drops than par.
THE LADDER
Fizz, Gloop, Munch, Echo, Midnight, Bramble, Frost, Hazard, and, at the very top, Zerb, now enormous and very pleased about it. A giant Zerb bursts any lid on their own.
CHAINS
Line pops up and they go off one after another, and every one pushes the lid. Two in a row and someone says something. Three and the whole jar grins. Four or more and things go slow motion, the jar shakes, and everybody cheers at once, which is not ideal when you are meant to be quiet.
THE DAILY ESCAPE
A new jar every day, the same one for everyone.
THE ENDLESS JAR
No lid and no way out: just a score, three goals a game, and bronze, silver and gold medals. For when you want to see how long the crew can hide.
THE SEARCHLIGHT
Now and then a searchlight sweeps past the window. Everyone in the jar freezes. Nobody breathes. It is a sweet jar. Nothing to see here.
WHO DROPS?
Your dropper drops every piece, and each one changes the drop and gives something up:
- Zerb: the standard drop.
- Gloop: soft landings, but slow to follow your finger.
- Fizz: tap anywhere and it drops, but it never lands quite where you aimed.
- Munch: swallows one piece per game, then cannot see what is coming for a bit.
- Midnight: sees two pieces ahead, and cannot be bothered with an aim line.
- Hazard: drops hard and shoves the pile. Everything bounces more.
- Frost: icy, so pieces slide into gaps, and skid when you would rather they did not.
- Echo: swaps the piece in hand with the next one, once a game.
- Bramble: grippy, so piles stack steeper, and every drop takes its time.
Zerb, Gloop, Fizz and Munch are free. Midnight, Hazard, Frost, Echo and Bramble can be bought one at a time, or all five together, at a fixed price. No dropper wins more often: each one trades something away, and we test that. Buy a character in any Zerb game and they are yours in all of them.
Caught? Watch a short video to shake the jar and keep going, once a jar. A shaken jar can still escape, for one star, and a shaken endless game never counts for your best. That is the only ad.
No timer. No lives to wait for. No random prizes. Just a jar, a crew, a lid, and a plan that has not been thought through.
Somebody very small is watching from behind the jar. We are not sure who.
Part of The Vunzerbles. Zerb and the crew escaped from Area Zed, and every game is a new chapter. Collect all the Vunzerbles in Zerb Breakout, Zerb Racer, Zerb: Lab Escape and Zerb Drop.
Somebody checked the jar. Pop the alien crew bigger until they burst the lid.