Spin strips the colour-sorting puzzle down to a single input. There is no dragging and no pouring between containers — you tap a colour, and that colour is flung out of every tube where it currently sits on top.
One button, applied globally. That is the entire mechanic, and the puzzle comes from the order you press things in. Removing red exposes whatever was underneath red across the whole board simultaneously, which might hand you three new blue tops for free, or might bury the yellow you were setting up.
Because every tap affects everything at once, this plays less like a sorting game and more like a sequencing puzzle. You are not managing space, you are working out an order. A tap that clears four tubes now can be worse than one that clears two, if the second one sets up a cascade where each removal exposes the next colour you want.
Move budgets are strict and the levels escalate quickly, so brute force stops working early. The productive approach is to look at what a tap uncovers rather than what it removes — the colours that come to the surface are the state you have to play from next.
Par is the real opponent. Every level carries a number, and that number is not an estimate — it is the shortest route the board allows, worked out in advance, so clearing on par means you found the best line that exists. Three stars is exactly par, two is one over, and beyond that you have three hearts of slack before the level ends. Finishing is deliberately forgiving; nobody gets stuck. Matching par is not, and that gap is where the game actually lives.
Forty puzzles that build from two-tube warm-ups with two colours to five tubes and five colours that need genuine planning. Tap a colour button to fire it, or use the number keys on a desktop. The level chip opens a grid of all forty with the stars you have earned on each and a running total, so a board you scraped through is always there to go back and solve properly. Runs in the browser on desktop and mobile with nothing to install.
Tap a color button — or press its number key, 1 to 5 — and that color is flung out of every tube where it is currently on top. A whole run of the same color goes at once, so the same tap is worth more in some places than others, and the number on each button tells you how many tubes it will hit right now.
You never move balls between tubes; the only question is what order to fire in, because every tap uncovers new tops across the entire board at the same time. Each level shows a par, and par is not a guess — it is the shortest route that exists, worked out in advance. Clearing on par is three stars, one over is two, and you have three hearts of slack beyond par before the level ends.
Tap the level chip (or press L) for the grid of all 40 with the stars you have earned on each and your running total; R restarts, and the arrows step between levels you have already opened.