Corner Roll: Tilt Maze
Android app by BeeClear. Arcade · BeeClear
- Store rating
- Unknown
- Store rating count
- Unknown
- Download price
- Free to download
- In-app purchases
- Not listed in captured metadata
- Version
- 1.2.0
- Listing last refreshed
- 2026-09-15
View the original store listing
Store description excerpt
Roll a steel ball from corner to corner by tilting your phone. Corner Roll takes the classic wooden ball-maze toy and rebuilds it for your screen with real motion controls. The ball starts in one corner of the board; a glowing green portal waits in the opposite corner. Tilt your phone to steer down the corridors, around the walls and past the obstacles, without dropping into a hole along the way. A single board lasts only a dozen or so seconds, so it fits a bus ride, a queue or a coffee break, yet the "just one more try" pull keeps you rolling far longer. BUILT ON REAL PHYSICS A custom 2D physics engine drives every roll: tilt acceleration, surface friction, clean bounces off walls and obstacles, and a fair margin before the ball tips into a hole. It behaves like a real marble on a real board, not a sprite sliding along a grid. FAIR BOARDS, EVERY TIME Each level is generated from scratch and checked before you ever touch it. A pathfinding pass guarantees a route wide enough for the ball to pass, roughly two ball-widths across, so no board is impossible. If a random layout fails the test, it is thrown away and built again, first with strict rules and then with gentler ones and fewer obstacles until it is fair. Even so, the trail grows longer and the turns get tighter as you climb the levels. FIVE SURFACES, FIVE FEELINGS Roll across bathroom tiles, living-room wood, office carpet, a garage concrete floor that adds tiny random jitters, and dark, slippery marble. Each surface changes the grip and the mood, and brings its own themed obstacles, from a traffic cone and a spare tyre in the garage to an armchair and a houseplant in the living room. Concrete keeps the ball twitching, marble sends it sliding, and carpet holds it back, so the same tilt asks for a different touch on every floor. TWO WAYS TO PLAY Play mode: endless levels of rising difficulty. You get three lives for the whole run, the game saves your highest level, and it always shows how close you are to your own record. Take the Challenge: build your own run with three sliders, difficulty (1 to 10), lives per level (1 to 5), and a time limit per level (30 to 180 seconds). Here the clock matters, and letting it hit zero counts exactly like falling into a hole. POWER-UPS WHEN IT COUNTS One charge each per level. Shield saves you from the next hole and nudges the ball back to safety. Magnet gently pulls the ball toward the goal for a few seconds. Hint lights up a safe path to the portal. TWO CONTROL SCHEMES Tilt with the motion sensor, smoothed so the ball does not shake from sensor noise, with low, medium or high sensitivity. No accelerometer? The game switches to touch control, so you simply drag the ball with your finger. HOW A RUN GOES The first few boards feel gentle. Then the corridors narrow, holes crowd the route, and every cleared level speeds up the tilt response, so control that felt loose suddenly demands a steady hand. Reach the portal and you move on; run out of lives in
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