Planet Plink

Game guide

Two Humlets hug and become something bigger.

That is the whole game. Everything below is detail you can pick up as you go, and nothing here is a secret the game keeps from you.

Dropping and aiming

Hold anywhere on the board and drag to aim. Let go to shoot. Drag further and the shot leaves faster and flatter.

The aim line shows where the Humlet will go, including where it will bounce. It reads up to four bounces off the walls, and every bounce in the shot raises what that drop scores by half again. A bank shot off two walls into the right gap is worth twice a straight drop into the same gap.

A tap that does not move is treated as a stray touch and ignored, so you can rest a thumb on the glass without losing a Humlet.

Try it: land a bank shot

Drag the aim line off a wall and into the ring. This part needs JavaScript, and the rule it teaches is the one above: up to four bounces, and each is worth half again.

Bounces 0 This shot 1.0x

Hugging

When two of the same kind touch they do not bounce apart. They hug, and the next one along the family stands up where they were. There are twelve, smallest to largest:

Dust, Pebble, Asteroid, Comet, Moon, Planet, Ringed, Giant, Nebula, Star, Pulsar, Galaxy.

Hugs that happen close together chain. Each link in the chain raises your multiplier, up to three times, and the chain stays open for just over a second after the last hug. A cascade you set up on purpose is worth far more than the same hugs spread out.

Two Galaxies is a Big Bang. It clears what is around it and pays accordingly.

Try it: climb all twelve

Tap two of the same Humlet and they hug into the next one up. This part needs JavaScript; the twelve rungs are listed above in order.

Highest so far Dust

The two ways a run ends

The pile crosses the danger line. The line sits near the top of the jar and only appears when the pile is close to it. Cross it and the run is over.

You run out of drops. Every Journey level gives you a fixed number, shown as Drops. Spend them all without meeting the goal and the level ends. Endless has no drop limit and no goal, so only the pile can end it.

A board-moving power-up will never end your run. If you spend one while the pile is over the line, the game waits for the board to settle before it judges you again.

Goals and stars

Each Journey level asks for one thing: make a certain Humlet, clear every one of a kind, reach a score, or set off a Big Bang. The goal is written at the top of the board and the bar under it fills as you get closer.

Every level has three score thresholds. Meeting the goal earns the first. The second and third are above it, and both are reachable in the drops you are given, on the level as it is built. There is no level where three stars needs a purchase.

Power-ups

Six of them, and every one is a single tap.

  • Rewind puts your last drop back.
  • Quake shakes the whole board loose. Useful when the pile has set badly and two matching Humlets are one nudge apart.
  • Swap trades the Humlet you are holding for the next one in the queue.
  • Magnet pulls every matching pair on the board together at once. This is the one that sets off the long chains.
  • Laser sends home the Humlets that are most stuck.
  • Hint shows you a shot worth taking.

You earn them by playing. Each one can be upgraded permanently with Stardust, and an upgrade makes it stronger rather than giving you more of them.

The Journey, the Daily Drop and Endless

The Journey is 6,223 levels across 311 planets, plus three Waypoints that are not on any planet. It gets harder in steps rather than as a slow creep, so a level that beats you is a level you can come back to.

The Daily Drop is one board a day, and it is the same board for everybody. Your score sits next to everyone else who played it.

Endless has no goal, no stars and no ending. You play until the pile wins.

Stardust and the Humlet Machine

Stardust is what you earn for playing. It upgrades power-ups and it cranks the Humlet Machine, which hands you a Humlet you do not have yet. The machine never repeats one, so the number left to find only goes down.

Stardust you buy cannot crank the machine. Collecting is something you do by playing.