Turn the tower, find the gap
Swipe left or right to spin the whole tower. Two clean gaps in a row and the ball turns into a wrecker.
Red sectors end a run the moment the ball is not smashing.
Each column is one drop, newest on the left. Deeper columns mean more levels cleared.
Choices persist and the play screen draws exactly this.
How long a swipe keeps carrying the tower after your finger leaves.
Gravity applied to the ball each frame. Higher means less time per level.
A ripple is drawn where the ball lands. Purely on screen, nothing else.
Every value is written to storage the moment you move it, and the play screen reads all three on entry.