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Squeeze
the Orbs

The jar is closing. Every merge wins you back space.

A drop-and-merge game for phones, portrait, one thumb. Two orbs of the same kind touch and become the next one up — and all the while the jar's walls are creeping inward. Every merge shoves them back out, by an amount that depends on what you merged, how bright it still was, and how long a chain you managed.

So there is no losing line to stay under. The squeeze pushes your pile up until something comes to rest above the rim, or the walls meet in the middle, and the only thing standing between you and either is the next merge. Eight tiers from a small spark up to a Lantern. Two Lanterns collapse into a gem, gems fuse into rarer gems inside the jar, and whatever you are still holding when the run ends is the only thing that outlives it.

No asset files of any kind ship inside it: every pixel and every sound is computed on your phone while you play. Each impact is synthesised from the collision that caused it, so pitch comes from the size of the orbs and no two hits are alike.

The short version

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