dev.

Helix Plunge

Arcade timing game built with Flame — drag to rotate a helix tower and guide a falling ball through the gaps in each ring without hitting a platform.

Description

A ball falls through a vertical helix tower made of stacked rings. Each ring has one or more gaps — open segments where the ball can pass through to the ring below. Drag horizontally to rotate all the rings simultaneously so the gap lines up with the ball before it lands.

Let the ball hit a solid segment and it bounces, costing time and adding tension. As your score climbs, rings spin faster on their own and gaps grow narrower. The challenge is anticipating rotation speed and dragging in small precise increments rather than wild sweeps.

Features

  • Procedurally spawning rings — gap count and angle randomised per ring
  • Drag-to-rotate — direct horizontal drag maps to rotation angle
  • Increasing difficulty — auto-rotation speed and gap count scale with score
  • Ball physics — bounces off platforms before resuming fall
  • Depth shadow — shadow under the ball communicates distance to the next ring
  • Endless scoring — rings passed = score

How to Play

  1. 1.The ball falls automatically — you cannot stop it
  2. 2.Drag left or right to rotate the entire helix
  3. 3.Align a gap with the ball's position before it hits the ring
  4. 4.The ball passes through the gap and continues falling to the next ring
  5. 5.If the ball hits a solid segment it bounces — rotate quickly to find a gap
  6. 6.Score increases for every ring passed

Difficulty Scaling

| Score range | Change |

|-------------|--------|

| 0–10 | Single gap per ring, slow auto-rotation |

| 10–30 | Rings may have 2 gaps, moderate rotation |

| 30+ | Gaps narrow, auto-rotation speeds up, occasional double-gap rings |

Changelog

Feedback

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