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The run

Balls & Pickups

Four kinds of thing bounce around the arena, and all of them are collected the same way — tap it. Every collect is also a beat input, so what you pick up and when you pick it up both matter.

Assist balls

One-shot effects. They bounce for 30 seconds and vanish uncollected. The tap hitbox is a radius-24 circle — about twice the drawn ball — so they are easy to hit on a phone. The icon in the middle tells you the type.

TypeColourEffectCondition
HealGreen, rising “+” crosses+10 HPOnly spawns if you are not at full HP
ExplodeLemon-yellow, with small orange bullets orbiting it like a nucleus18 bullets in all directions, 5 damage eachAlways
PushbackPurple, expanding ringsShoves every enemy away from the centre at 4× speed for 250 msWizzle, Goldie and Lash are immune
LightningElectric blue, tesla cageChain lightning: hops to the nearest enemy within 300 px, then chains to up to 10 enemies, each hit dealing the collecting player’s full bullet damageAlways
ZoneHazard red-orange, a pixel-art puddle on the groundDrops a persistent 100 px area that lasts 4 seconds, dealing 3× your effective damage every 0.5 s — eight ticks in all — to everything standing in it.Always

Assist balls come from three places:

  • Every 5 waves — the boss-wave rain, one every 5 s for up to max(wave × 5, 60) seconds, stopping the moment the boss dies.
  • The Assister class — a level% chance per kill, capped at 6 alive at once.
  • A max-level Assister also auto-collects any ball one second before it would expire, so nothing is wasted.
Balls move with the music

Every bouncing ball — assist, buff and gold — scales its speed with the song’s BPM. A faster track makes the whole pickup layer move quicker, so a high-tempo playlist is genuinely harder to collect from.

Lightning scales with you

The lightning ball deals your effective damage per hit — Stronger Bullets, band attack buffs and charge skills all count. Late in a run one lightning ball can clear a screen. The zone ball scales the same way, at 3× per tick.

Buff balls

Buff balls are dropped by enemies on death rather than rained, and they grant a stacking, timed, party-wide buff instead of a one-shot effect.

TypeColourEffect
AttackLight blue, bullet icon+5% damage per stack
Fire ratePale green, speedometer icon+5% fire rate per stack
RuleValue
Duration120 seconds. Collecting another of the same type refreshes it to full.
Max stacks10 per type (so +50% at full stack). A collect past the cap still resets the timer.
ExpiryWhen the timer runs out the whole stack of that type drops at once.
Ball lifetime15 seconds bouncing, up to 10 on screen at once.
Drop chance5% from Scooters, Blinkies, Itsies and Goldies · 20% from Chompies, Mama Spiders and Lashes · 100% from Twirly and Big Buzz.

Gold balls

A glowing golden ball that drifts and bounces, leaving a trail of coin sparks and floating its value above itself. It lasts 30 seconds and pays nothing if it expires. In co-op the gold is credited team-wide — everyone gets the full amount.

SourceValue
Boss defeatwave × 500 × the fraction of the boss’s dive countdown still remaining. Fixed at the moment it drops. Only on a kill — never when a boss reaches you.
Rhythm milestoneRoughly wave × 200 per ball collected in the streak — see the combo payout rules.
Rhythm every-10 extra50 × wave on every 10th beat of a streak.
Song-end payoutcombo × wave × 5 if your surviving combo is above 10 when the song ends.
Buzzby solvewave × 200, or wave × 300 for an all-on-beat solve.
Nothing is lost at the end of a run

Any gold ball still bouncing when the run ends — game over or victory — is collected automatically, before the save, so its value lands in your total and the “coins earned” readout.

Any single reward over 1,000 gold pops a rising +amount number over the source, so Goldies, boss gold balls and high-wave bosses announce themselves.

Music notes

If someone is flying Clavier, a musical note bomb drops at a random spot on every beat. Notes are tappable by everyone, including on a teammate’s screen.

  • Left alone, a note auto-explodes after 6 beats (8 at max level) for a fixed 25 px radius.
  • Tapped early, the blast is much bigger — 50 px at the base combo colour, growing 2 px per combo colour step up to 80 px at the top colour. The note is tinted to that colour live, so its colour tells you how big it will be.
  • Damage is the owner’s effective damage × (0.2 × their Clavier level) — up to 10× at level 50.

Tapping and priority

  • Every ball pulses in time with the music — a halo swell and an outward ripple ring on each beat, ramping to full opacity inside the beat window. That ripple is a “collect now” cue for the rhythm combo.
  • A ball rendered over the Upgrade button or mobile upgrade bar wins the tap — anything within about 48 px of your finger is collected instead of pressing the button.
  • Balls also win over your ship’s charge clickbox, so to spend your charge you tap an empty part of the bracket square.
  • On-beat charge sweep: spending a full charge skill exactly on the beat also collects every tappable ball whose centre is inside your ship’s 66 px bracket square — and each swept ball counts toward the combo separately.
  • In co-op, two players tapping the same ball each register their own beat input even though only one collect lands.