Drag to aim, let go, and a stream of balls tears into the board. Every
brick takes one hit per ball, the number counts down, and the colour
cools with it - magenta and red are the hard ones, teal is about to
break. You read the colours, not the digits, because you only get about
half a second between shots.
After every shot a new row drops in and everything shifts down. You are
never really fighting the bricks in front of you. You are fighting the
ones behind them.
The aim line is the honest part. It stops at the first thing your ball
touches and refuses to guess any further, because the rest depends on
what breaks. A line that promises a path the ball never takes is worse
than no line at all.
Two modes that reward opposite habits. Endless counts the rows you
survive and wants a tidy board. Rush gives you ninety seconds, counts
the bricks you break, and wants you firing without thinking.
Green rings add a ball for the rest of the run. Circles scatter wider
than flat bricks. Fast-forward at 1x, 2x or 3x, or recall a shot early.
One angle, thirty balls, and a line you can actually trust.