Balls will Fall
Why We Picked Balls will Fall
Balls will Fall treats a bad run as a routing problem rather than a skill problem, and that is the right read. The difficulty curve is a set of small steps, and each level adds a hazard rather than a rule. Nothing here is padded, including the ending, which arrives exactly on time. The reason it stayed is the route design: there is usually a faster way than the obvious one. The page's own numbers: 1,379 plays, 4.2 out of 5 from 56 ratings, and 344 of 500 on the arcade shelf.
How to Play
The page documents very little, so these are the things worth knowing before you spend time on it:
- Avoid pinch-zooming the page; it shifts pointer coordinates and makes small targets hard to hit.
- Get to the end of the level and keep what you picked up on the way.
- Look at the whole screen before moving; the exit is usually drawn rather than signposted.
Editor’s Note
The honest limit: the story stops early, and the last level arrives before you expect it. It gives you a jump, a direction and a level that fits on one screen.
Written by the UGFJD editorial team for this page. The publisher’s own description follows below, unedited.
Publisher Description
Supplied by the game’s publisher; reproduced as-is.
Balls will fall!
Its out of the question...
But can you dodge them?
Let's find out!

