Direction D · The numbers

The bet

One numeral per card, legible at 160px.

Designed for the thumbnail. Play shows screenshots at about 160px wide before anyone taps, and at that size a sentence is a grey smear while a two-digit numeral is still a two-digit numeral.

Not a real Google Play page. This is a preview of one of five candidate listings for the same game, built so they can be compared before one is chosen. Screens d, feature graphic d, copy version D · Never ends.

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As it would appear on Google Play

Snake Haul app icon
Snake Haul: Loot Run
Xure Solutions
Contains ads · Arcade

There is no last level. Bank deeper, come back stronger, go deeper again.

Short description — 73 / 80 characters

Snake Haul feature graphic, direction D

Feature graphic d — 1024 × 500, shown as the promo video poster

Snake Haul screenshot 1 of 6, direction D Snake Haul screenshot 2 of 6, direction D Snake Haul screenshot 3 of 6, direction D Snake Haul screenshot 4 of 6, direction D Snake Haul screenshot 5 of 6, direction D Snake Haul screenshot 6 of 6, direction D

Six phone screenshots, 1080 × 1920 — swipe sideways

About this game

There is no last level. There is only how deep you got before they caught you. Grab loot at the top of the field, drag it home to the bottom, bank it. Clear the level's quota and the next one is harder in a way you have not seen yet. THE RUN Your thumb steers. The creature follows it, and everything it touches sticks to its tail. A long tail is worth more and turns worse. Jets patrol the middle and each draws the circle it can see you inside. Three catches and the run is over. Two or three minutes, start to finish. THE PART THAT KEEPS GOING Coin you earn inside a run buys upgrades for that run only. Lose, and every one of them is gone. Rebuilding from nothing is the game. Cores are different. You earn them for depth, they survive death, and they buy permanent things: start a level higher, carry more balls, see further, hit harder, be seen from less far. That track does not have a last node. Rank after rank, for as long as you keep going. It is deliberately a treadmill you cannot finish. Difficulty climbs faster than you do, forever, by design — so getting stronger changes how deep you reach and never turns the game off. TEN WAYS A LEVEL CAN GO WRONG Every level past the second rolls a twist, and the shop names it before you commit your coin. More jets. Faster jets. Bigger loot, briefer. Fog. A rush. A long haul. A quiet one, if you are lucky. WHAT YOU FIND OUT THERE Four rare pickups, none of them explained. One pulls every loose ball onto your tail. One shoves every jet off you. One freezes them where they stand. One pushes back the plague that eats the top of the field whenever you go too long without banking. BUILT SMALL ON PURPOSE One thumb, portrait, no tutorial, nothing to read. Small download, and it runs on old phones. How deep can you get?

Nothing here is a mock-up of the game. Every screenshot is the real Unity build, captured off a real Android device while a bot played it. The full description above is 1793 of Play’s 4,000 characters, unwrapped exactly as Play would render it.