Progression

1000 levels, 7 shapes

No level was placed by hand. Each one is generated from its own number, which means the difficulty curve is a formula you can read rather than a designer's guess.

1000 Levels
7 Silhouettes
= Arrows equal level
0 Levels stored on disk

Arrows equal the level number

Level 1 has one arrow. Level 40 has forty. Level 1000 has a thousand. There is no other difficulty dial for board density, which makes the ramp completely predictable: every level you clear adds exactly one arrow.

The board grows to accommodate them, so cells get smaller as you climb. Around the mid-hundreds the board becomes genuinely dense, and pointer accuracy starts to matter more than reasoning. Keyboard selection sidesteps that entirely; see the accessibility statement for where the practical limits sit.

Determinism

Boards are produced by a seeded generator, and the seed is derived from the level number. Same number, same board, on every device, for every player, every time. Nothing is downloaded and nothing is stored, which is also why the extension needs no network access.

A practical upside: if you get stuck on level 317, so is everybody else, on the identical board.

The seven silhouettes

Arrows are packed inside a mask rather than scattered. The shape for any level is (level − 1) mod 7, so the sequence repeats every 7 levels with one more arrow each time round.

  • Anchor Levels 1, 8, 15, 22, 29…
  • Dog Levels 2, 9, 16, 23, 30…
  • Butterfly Levels 3, 10, 17, 24, 31…
  • Trophy Levels 4, 11, 18, 25, 32…
  • Heart Levels 5, 12, 19, 26, 33…
  • Square Levels 6, 13, 20, 27, 34…
  • Rectangle Levels 7, 14, 21, 28, 35…

Where each mechanic switches on

Nothing appears gradually or at random. Each of these has an exact threshold.

Mechanics and the level at which each begins
From level What changes
1 One arrow, one tap. Arrows bend at most once up to level 5.
6 Arrows may bend twice, so paths start to interleave.
11 Dependency locks. An arrow can be padlocked until a specific other arrow leaves. Order of play now matters.
16 Up to three bends per arrow.
21 Timed blockers. Cells alternate between solid and passable on a fixed cycle. Waiting becomes a legitimate move.
30 An extra percussion layer joins the soundtrack. Cosmetic, but you will notice it.
36 Up to four bends, and lock frequency keeps climbing with level.
71 Up to five bends, the maximum. Paths are now heavily folded.
36 onward An additional blocker appears roughly every 15 levels, up to six on a board.
1000 The final board: a thousand arrows inside a single silhouette.

Scoring

100 points per arrow cleared, multiplied by your combo streak up to 5x. 500 for finishing a level, and a further 250 every tenth level, which also earns some confetti. Score is a record of how you played, not a gate on anything.

Unlocking

Levels unlock in order: finish one to reach the next. You can revisit any level you have already unlocked from the picker beside the board, so there is no penalty for going back to a board you enjoyed.