What each theme changes
Every theme is a different set of rules, not a different coat of paint. The eight below change what the enemies are made of and how they behave when you hit them, and four of them add hazards or scoring that exist nowhere else in the game. Watch an ad to try any theme for a run, or buy one outright with coins.
Normal
The original Roundy. Fifteen coloured orbs close in from every edge of the screen and everything in motion leaves a fading light trail behind it. No special rules and no gimmicks — just aim, fire and survive.
Added features
- 15 coloured orb enemies
- Fading motion trail effect
Rules
- Standard gameplay: Shoot enemies to score points.
Emoji
Forty-four different emoji faces swarm you across a bright blue sky. It plays exactly like Normal — same speed, same rules — with a far louder cast, so it is the theme to pick when you want the chaos without the extra mechanics.
Added features
- 44 unique emoji enemies
- Vibrant blue background
Rules
- Standard gameplay with a fun, chaotic twist.
Pool
The playfield becomes a pool table: fifteen numbered balls and six live pockets cut into the corners and sides. You are dealt Solids or Stripes at the start of the run, and from then on every ball you sink either pays you or costs you — so where a ball ends up matters as much as whether you hit it.
Added features
- 15 numbered pool ball enemies
- Interactive table with 6 pockets
- Player assigned 'Solids' or 'Stripes'
Rules
- First hit knocks balls back.
- Pocket your assigned ball type for +300 points.
- Pocketing the wrong type costs 300 points.
Solar System
Ten slowly rotating planets drift in across a live parallax starfield, with asteroids joining the attack once you pass 10,000 points. Every 3,000 points a black hole tears open — it grows by swallowing the enemies drifting near it, and it will swallow you just as easily.
Added features
- 10 rotating planet enemies
- Dynamic parallax starfield background
- 'Asteroid' fast enemies from 10,000 points
- 'Black Hole' hazards every 3,000 points
Rules
- Black Holes grow by absorbing other enemies.
- They pull anything nearby toward them — including you.
- Touching a Black Hole ends the run.
Sports Arena
Basketballs, soccer balls, golf balls and tennis balls come at you across a marked pitch. Goals, hoops and holes appear at random, and while one is on screen your first hit knocks the ball back instead of popping it — turning a shot into a pass you have to aim.
Added features
- 4 sports ball enemies (Basketball, Soccer, Golf, Tennis)
- Randomly spawning Goals, Hoops and Holes
- Conditional bounce mechanic
- Marked pitch background
Rules
- When a Goal/Hoop/Hole is on screen, the first hit knocks the ball back instead of popping it.
- With no target on screen, balls shrink and pop like normal enemies.
- Knock a ball into its MATCHING target for +500: soccer into the goal, basketball into the hoop, golf into the hole.
- Any other ball in that target costs you 500 points.
- Tennis balls have no target of their own — just shoot them.
Fruit Salad
Ten fruits and vegetables tumble across a wooden board, each one bursting in its own splatter colour. Rotten fruit drops in from the top uninvited, and cutting into one costs you 500 points — so the hardest habit to break here is shooting at everything that moves.
Added features
- 10 fruit & vegetable enemies, each with its own splatter colour
- Rotten fruit that falls in from the top
- Wooden cutting-board background
- Sliced halves that fall apart on the cut angle
Rules
- Shooting a fruit slices it in two and scores as normal.
- Shooting ROTTEN fruit costs 500 points — let it fall off the bottom of the screen instead.
- The laser is the exception: it destroys rotten fruit with no penalty.
Space Ships
Eight alien ship designs, and this is the only fleet that shoots back. Their red bolts can be knocked out of the air by your own fire, and they hold that fire once you close the distance — so the safest place in a dogfight is sometimes right on top of them. You fly a real hull here too, not an orb.
Added features
- 8 spaceship enemy designs
- Enemies fire red projectiles that track your position
- Projectile-on-projectile collision — shoot their bolts down
- Enemies stop firing once they get close
- Your ship is drawn as a hull and turns to face your aim
Rules
- Enemies fire red projectiles at intervals.
- Enemy projectiles pop when hit by player projectiles.
- Avoid enemy projectiles to survive!
- Enemies stop firing if they get too close.
Snow Crystal
Ice crystals fuse the moment they touch: two crystals make a cluster, two clusters make a snowball, and a snowball absorbs anything it runs into. Leave them alone and the screen consolidates into a handful of huge, slow masses — so this is the one theme where letting a target live actively works against you.
Added features
- Crystals combine on collision into larger forms
- Four enemy stages: crystal, two cluster sizes and a snowball
- Snowballs absorb everything they touch
- Hit-to-split mechanics — big enemies break back down
Rules
- Any two enemies that touch merge into the next size up.
- Snowballs take sustained fire to shrink before they break into a cluster.
- Breaking the smallest cluster splits it back into two separate crystals.
Looking for scoring tables, ability unlocks and enemy behaviour? The player guide covers every number in the game.