
Ball to Cup: A Beginner's Guide to Drawing Better Ramps
Practical tips for Ball to Cup, from your first slope to bouncy ramps and moving cups.
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Tips for playing our games, how the simulations work, and notes from behind the scenes.

Practical tips for Ball to Cup, from your first slope to bouncy ramps and moving cups.

What makes games where you draw a path and let physics take over so easy to pick up, and so hard to put down.

Learn how rope swing, plane speed and shape names affect your drop in Sky Drop, and how to land on the right base.

How Country Escape works, from the spinning rings and timed gaps to the dust, the ash and the winners line.

How the SIZE and +1 orbs work in Country Clash, why scores settle over time, and how to set up an interesting match.

What the Kessler syndrome is in real space science, and how our Chain Reaction simulation turns collisions into colour.

The geometry behind Circle Illusion, where balls move on straight lines yet appear to form a rolling circle.

How Growing Ball turns a growing, bouncing ball into a classical-music quiz, and tips for naming the tune early.

How merging and colour averaging work in Color Takeover, and how to predict the final ball from your starting mix.

The case for games that load instantly, need no account and can be played in five minutes or less.

A short how-to for phones and tablets: using fullscreen, turning on sound, rotating your screen and keeping your progress.