←
Level 1
Painted 0/0
Time 2:00
Best —

Swipe to roll the ball

Roller Paint

Roller Paint

Swipe to roll. The ball slides until it hits a wall, painting every cell it crosses.

How to play

Each level shows a grid with a ball, dark walls and gray floor cells; the cell the ball starts on is already painted. Swipe in any of the four directions anywhere on the board to roll the ball that way — a swipe has to travel at least 18 pixels, and only its main direction counts. On a keyboard, the arrow keys or W, A, S and D do the same.

More: full rules and tips

The ball slides — it does NOT stop until it hits a wall or the edge. Every floor cell it passes through gets painted blue, and the Painted counter shows how many of the level's floor cells are done. A swipe toward a wall the ball is already touching does nothing. Swipes made while the ball is still rolling are ignored; a roll takes about 55 milliseconds per cell and never more than 0.42 seconds.

The level is cleared when every floor cell is painted: "Cleared!" appears and the next board follows 0.7 seconds later. Boards grow as you go — 5×5 for levels 1–3, 6×6 for levels 4–7 and 7×7 for levels 8–12 — and the wall count creeps up with them: 3 on every 5×5 board, 6 or 7 on 6×6 and 10 to 12 on 7×7. Each board is generated at random and verified by a solver before it is shown, so it can always be fully painted from the starting position. From level 13 the game aims for an 8×8 board with 17 or more walls, but it makes only a limited number of attempts before lowering its sights, so most of these levels actually get an 8×8 board with fewer walls or fall back to a 7×7 board with 10 walls; the 7×7 levels occasionally lose a wall or two the same way.

Think before you swipe: a single roll often paints a whole row at once, but stopping at the wrong spot can lock you out of an isolated corner. If that happens, tap ↺ Reset: it restores the current level's layout and starting position with nothing but the start cell painted. The clock keeps running and the level number stays the same.

You have 2 minutes, counted from when you press Start on the Ready screen. The clock turns red in the last 20 seconds and keeps running even if you switch to another app. Your score is the number of levels cleared when time runs out. Pressing New abandons the run and returns to the Ready screen. Your personal best is saved in this browser, and the result card offers a Hall of Fame entry.

Goal: most levels cleared in 2 minutes.

Tips & strategy

Because the ball never stops until it hits something, every swipe paints an entire line at once, but it also drops you somewhere you did not choose. Plan the route as a sequence of stops, not destinations: ask where each roll ends and whether that landing spot gives you a useful next direction. Walls are your friends here — they are the only thing that lets you control where a roll finishes.

The fatal mistake is sealing off a floor cell you still need to paint, because once the ball can no longer reach it the level is unwinnable. Save the edges and corners that have only one approach for moments when the ball can actually stop next to them, and treat narrow dead-ends carefully — entering one often costs you the only exit. When a layout looks tangled, trace your full path mentally before the first swipe rather than discovering a stranded cell three moves too late.

Many rolls are one-way. Rolling back the way you came returns the ball to where it started only if that spot had a wall or the edge behind it; otherwise the ball shoots past and ends somewhere new. On the opening 5×5 boards, nearly half of the possible first rolls already leave some floor cell that the ball can never reach again. Check the return trip before rolling into a pocket, and once every swipe just shuttles the ball between the same few stopping points while the Painted counter stays short, press Reset at once: the board was solvable from the start, so the trap is in your route, and every second of aimless rolling comes straight off your two minutes.

Budget the clock with real numbers. The shortest solution to a 5×5 opening board is usually 10 to 13 rolls, a 6×6 board needs about 16, a 7×7 board about 20 and an 8×8 board about 25 — on top of up to 0.42 seconds of animation per roll and 0.7 seconds between levels. The first three levels are small and carry only three walls each, so clear them briskly and spend your thinking time on the larger boards. A reset on a big board throws away far more painting than one on a 5×5, so slow down a little as the grid grows: a few seconds of planning there costs less than a single reset.