Going Balls
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Going Balls Review
At first glance it’s “just roll a ball down a track.” Two levels later you’re leaning your phone IRL, trying not to yeet off a narrow rail. Going Balls nails that “one more try” loop with short levels, clean controls, and the occasional “wait, how am I supposed to get past that?” moment.
Why it clicks
Tight swipe controls. Drag to steer and pace your speed. Small, gentle swipes beat frantic flicking—coast on downhill sections instead of over-correcting into gaps.
Levels with little surprises. Ramps, moving platforms, swing hammers, skinny rails—each world adds a new trick without a tutorial wall.
Snackable runs. Most stages are 30–60 seconds. Fail fast, retry faster; it keeps you in the flow.
Visible progress. You feel yourself getting better: that corner you overshot three times suddenly becomes routine.
Who will enjoy it
If you like precision runners, marble/ball games, or skill toys with quick resets, this is an easy recommendation—for five-minute breaks or 50-minute binges.
What I liked
Simple idea, strong execution; no clutter or confusing menus
Steady difficulty ramp instead of random spikes
Levels are varied enough to stay fresh without gimmicks
Quick tips (from a few too many retries)
Feather your swipes; over-steering is the #1 cause of falls.
Hit ramps dead center; entering off-axis makes landings messy.
When in doubt, slow is smooth—it’s faster than restarting.
Treat moving hazards like traffic: watch one cycle before you commit.
Developer & compatibility
Developer: Supersonic Studios LTD
Android: 6.0+ (varies by device)
Performance: Runs well on mid-range phones; older devices may need lower background load for best smoothness.
Going Balls turns a simple premise into a crisp skill game you can pick up anytime—and actually feel yourself improving. Download it, clear a couple of levels, and tell me the rail section didn’t make you hold your breath.
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