Mobile Arcades

Mechanics

The systems behind the sketchbook chaos.

Orb colors

Doodle orbs come in four neon colors — pink, cyan, gold, and violet. Color only matters for loop validation: every orb inside a successful loop must match. Orbs of other colors can stay outside your shape without penalty.

Void ink (✕)

Void ink orbs look like dark traps marked with ✕. They drift like normal doodles but must never be enclosed. Trapping void ink fails the loop, costs one heart, and resets your combo. Their spawn rate scales slightly with level.

Loop closing

When you release your stroke, the game searches for a nearby earlier point on the path and snaps the loop closed. The enclosed polygon must meet minimum perimeter and area thresholds — quick taps and tiny circles are rejected as "too small."

Capture detection

An orb counts as captured when its center or enough sample points around its radius fall inside the closed polygon. This forgiving hit test makes fast loops feel responsive without needing pixel-perfect drawing.

Spawn pacing

New doodles spawn on a timer that accelerates as level and score rise. The on-screen cap also grows with level. Runs start with four orbs already on the paper so you can loop immediately.

Lives & mistakes

You begin each run with three hearts. Penalized failures (void ink, mixed colors) remove one heart.

Game over & continues

When hearts reach zero, the run pauses at game over. On supported portals:

  • Reward continue: Watch an ad to restore your score, level, combo, and orb layout from the last checkpoint with one heart remaining. Limited to one continue per run.

Ad availability depends on the GameDistribution (or partner) portal hosting the build.

Visual feedback

Captured orbs shatter into neon shards and smoke puffs. Successful loops flash green; penalized failures flash red with screen shake. Floating score pops show the points earned at the capture center.

For the scoring formula and combo math, see Scoring & combos.