[Levels]
Levels are numbered from Level 1
Progress is tracked by a Level label with a Number beside it, and the captures start the count at Level 1, so the very first screen already tells you where you stand.
Because the counter is explicit, you can tell immediately whether a session moved you forward, since a run that ends without the Number changing did not clear the level, no matter how long you played.
[Rewards]
There is an award, and you receive it
The game presents an Award together with a Receive action, and it marks part of the bundle as Free, so the reward screen names both the prize and the step that collects it in one place.
The two-step wording matters because an Award that waits for a Receive action is not granted automatically, so a reward that seems missing is worth double-checking on the reward screen before you move on.
[Giving up]
Give up is a legitimate exit, not a loss
A Give up control sits alongside the level readout, which means the game treats abandoning an attempt as a normal action with a named button rather than a failure state you should avoid touching.
If a level is eating attempts without progress, giving up and returning later costs you less than grinding it while frustrated, because the Level and Number will show the truth either way.
[Session]
One Level and its Number are the session unit
A session in this game maps naturally to one level: you enter at the current Number, work that attempt to its end, and leave once the Award appears and you press Receive.
The Number is the honest progress sign: if it has not changed by the time you stop, that level is still open, so there is no point assuming a win that the screen does not show.
[Giving up and reloads]
Give up is cheap because reloads start over
The game opens through an embedded player, so the first screen can sit quietly while it loads, and a reload starts play from the beginning rather than resuming a half-finished attempt, which is worth knowing before you step away.
That makes Give up a genuinely low-cost decision: leaving a run that is going badly and coming back fresh costs the same retry the game would give you anyway, with nothing kept on the line.
[Where it fits]
Level and Number progress, not a collection loop
On this shelf, some offerings build a roster by drawing and merging, while this one advances by numbered levels, so the next numbered step is always visible and the Give up exit is always named.
Choose it when you want a clear forward signal and a clean way out each sitting; if you would rather grow one pool of items over many visits, a collection-style game suits that habit better.
Common questions
Levels and rewards
How do I know which level I am on?
The screen shows a Level counter with a number beside it, starting from Level 1.
Where do rewards appear?
The game shows an Award with a Receive action, so rewards are collected rather than appearing on their own.
What happens if I give up?
Give up is the game's own exit from an attempt, and a reload starts play from the beginning, so neither keeps a half-finished run in place.
Why does the first screen take a while?
The game opens through an embedded player, so an early quiet screen is usually loading time. Let it settle, and avoid reloading because that starts the level over.