Build a better approach

Meteor Tap is a falling-rock smash. Tap a meteor to destroy it. There is no swipe slash. Each tap is one rock. Anything that reaches the ground line costs a life. Three lives.

Score is smash count. The rain thickens as you score. A ground hit clears the sky so the next wave is readable. That pause is a gift; use it to find the next low threat, not to watch the score.

Turn information into decisions

The lowest meteor is the real job. High rocks still have airtime. Tapping the prettiest cluster at the top while a low one lands is the standard loss. Scan the ground line, then the sky.

Do not chase every new spawn. A rock that just appeared is the safest one on the field. The dangerous one is already halfway down. If two are low, hit the faster one.

Practice for consistent results

Your finger does not need to be perfectly centered. The tap radius is generous. Missed taps that hit empty sky still cost time. Aim at rocks, not at panic.

Drill: play one life where you only tap the lowest meteor. Count smashes before a lander gets through. That number is your scan, not your speed.