✳ Tiny Joy Lab

Rules

  1. The journey has 42 stages in six chapters and a core boss every seventh stage. Break every brick and defeat the core to advance. Daily Orbit gives one UTC-date-seeded stage with a fresh ship. Finish the journey to keep your build in Endless Orbit.
  2. Drag across the field or use Left / Right or A / D to move. While a ball rests on the paddle, adjust its aim and press Launch or Space. Edge hits rebound at steeper angles; the Spin slider further changes the return angle.
    How it works: Move the paddle to catch the ball. An edge hit rebounds at an angle, so placement controls direction.
  3. Ceramic bricks break in one hit; scored armor bricks need several. Diamond switches protect bricks with matching colored outlines: break the switch to unlock its group. Cross-marked burst bricks damage adjacent bricks.
  4. Moving rails reflect balls. Cores take damage while their shield ring is open. Later cores drop interference bolts: a paddle hit briefly slows movement and drains up to 8 charge, without directly costing a life.
  5. Broken bricks, core hits and paddle returns earn charge. Slow costs 30, Pulse costs 65 and strikes up to three bricks above the paddle, and Catch costs 40 to hold the next returning ball. Keys 1 / 2 / 3 trigger these skills.
  6. Lose a life only when every ball leaves the field. Repair one life every third clear. Between stages, choose one of three upgrades and optionally buy repairs or charge with copper. One paid retry per stage restores starting lives and charge.
  7. With three bricks or fewer and no surviving core, three paddle returns earn Calibration, or one return after 14 seconds without a hit. It recalls a ball and marks a target; you still position, aim and launch. Two recalls per stage.
  8. Pause or P opens the menu. Rules, hidden pages and lost focus pause play; resume explicitly. Local progress is written only when changed, and restored games stay paused. Identical seeds and actions reproduce the same outcome.

How it works