More about Spore Sling
Spore Sling is a game of rhythm and risk. Each fling is a small decision: a close node is safe but slow, a far node climbs faster but lets the goo catch up if you miss. The skill it trains is judging distance and power from the aim preview, and picking a path two nodes ahead rather than just the next one. Players who stay calm and fling in a steady rhythm usually climb higher than players who rush.
The cave changes as you rise. Every 150 meters you enter a new area, cycling through Teal Hollow, Lumen Grotto, Magma Vein and Crystal Spire, with a small bonus each time. Higher up the gaps widen, nodes crumble, glide or swing, thorns and falling rocks appear, and the goo rises faster.
Scoring and progress
You score for every new meter of height, multiplied by your combo. The combo goes up by one step for every four quick grabs and reaches ×5. Collecting spores, grabbing power-ups, skimming thorns and threading thorn gates all add bonus points, and each new cave area adds 250. Easy scores ×0.45, Medium ×1 and Hard ×1.8. Grades run from D to S, with S at 11,000 points, and each difficulty keeps its own best.
Common questions
How many lives do I have?
Easy gives 3 lives, Medium gives 2 and Hard gives 1. You lose one when you touch the goo, a thorn or a rock without a shield.
What do the different spores do?
Small spores add points. Big spores give power-ups: Double Fling for one mid-air re-aim, Shield to survive one hit, Slow-Mo for 3 seconds of bullet time and Magnet to pull you toward nodes.
Why does my combo keep dropping?
Staying on one node for too long drains the combo, and so does a flight that lasts more than about two seconds. Grab fresh nodes soon after each launch.