Repel a drifting orb off wall panels and spend your bounces wisely
A pale orb drifts across a stone chamber, slows, and comes to rest against the wall. Nothing moves until you decide it should. Tap one of the hinged panels set into the stonework and the orb is repelled away from it, striking out along a fresh angle — and one bounce leaves your stock. That stock is limited, and it is the whole puzzle.
This is a game of angles rather than reflexes. Scattered through each chamber are violet crystals, and the run is only complete when the orb has swept through every one of them. You could get there by tapping wildly, except the budget will not allow it. Each panel you choose has to earn its place: the angle it opens, the crystals that angle collects, and the position it leaves the orb in afterwards. The best route is usually the one that gathers three crystals on a single long diagonal instead of three separate taps.
The chambers do not stay cooperative. Some panels are padded, and they swallow your tap without returning anything — the orb stays exactly where it was, and if you have misread the wall you have burned a bounce for nothing. Learning to recognise a dead panel before you commit to it is half the skill. The spike block is less forgiving still: send the orb into it and the run ends there, whatever your remaining budget looked like.
Thirteen chambers take you from simple two-wall geometry to layouts where a single misjudged angle strands the orb in a corner with crystals still glowing on the far side. There is no timer pressing on you and no penalty for sitting and staring at a wall. Trace the line with your eye, work out where the rebound lands, count the bounces it will cost, and only then tap.
It is a quiet, deliberate sort of game — grey stone, a drifting orb, a handful of violet lights, and the satisfaction of clearing a chamber with a bounce still in hand.