Fill Ball cover

Adventure game

Fill Ball

Claim area by expanding shapes while hazards move through the field. Timing an expansion matters more than placement.

Difficulty
Moderate
Platform
Modern browser

Game overview

Area-fill games ask you to cover a percentage of the board by growing shapes, but growth takes time and a hazard touching an expanding shape destroys it. That makes the game a timing problem disguised as a spatial one: almost any position can work if you start the expansion when the moving hazards are far away, and almost no position works if you start it as one approaches. Beginners place expansions in the largest empty region, which is reasonable, and then start them at the wrong moment, which is what actually costs the attempt. Watching the hazards rather than the space is the correction.

This title is best suited to players who like territory-claiming games with a timing element.

How to play Fill Ball

  1. Tap to begin an expansion; it grows over time and can be destroyed while growing.
  2. Start expansions when hazards are moving away, not when a space merely looks empty.
  3. Take many small safe expansions rather than one large risky one.
  4. Fill the edges early while hazards are still concentrated centrally.

Controls

  • Click or tap to start an expansion at that point

Objectives and failure conditions

Objectives

  • Cover the required percentage of the board
  • Time expansions around hazard movement

The run ends or fails when

  • A hazard touching an expanding shape before it completes
  • Losing all lives where the game tracks them
  • Failing to reach the percentage target

Gameplay mechanics

  • Time-based expansion that is vulnerable while growing
  • Moving hazards that destroy incomplete expansions
  • Percentage coverage as the level objective
  • Completed areas becoming permanently safe

Tips for Fill Ball

  • Watch the hazards, not the gaps. Timing decides expansions far more than placement does.
  • Many small expansions beat one ambitious one — each completed area is permanently safe.
  • Claim the edges first. Hazards tend to work the middle, so the perimeter is cheap territory early on.

What worked well and what did not

Pros

  • The timing-versus-placement tension gives a simple objective real depth
  • Completed areas providing permanent safety makes progress feel solid

Cons

  • Hazard paths can converge unpredictably and destroy a well-timed expansion
  • Late levels raise the target percentage rather than adding ideas

Player comments

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