Core Hub: Main Level Attempt
Life/booster/move inputs feed tap-to-blast levels; win or failure drives all downstream loops
Life/booster/move inputs feed tap-to-blast levels; win or failure drives all downstream loops
A level win can generate next level, star, badge, trophy, event resource, team contribution and collection access
Failure consumes life/state and can trigger Coin, Booster, Team Help, wait or retry decisions
Pass, event, team and collection rewards return Coin, Booster, Life or packs back into the next attempt capacity
All levels cleared → Champions League → trophies/stages → new 50 levels → main chain return
Life shortage → Team Help → replay → Team Score/Event contribution → team retention
Deep Quest wraps level play plus other event progress into 4 stages × 5 tasks with chests and Grand Prize
Crown Rush, Magic Disco and B.E.A.M. support core flow without becoming separate core modes
Toon Pass, Collection and Renovation convert core wins into seasonal or persistent outputs
Star Tournament, Weekly Contest, Toon Race, Shield Clash, Cooper’s Rally, Disco Fever, Dragon’s Treasure reuse core wins as scores
Team Utility, Team Tournament, Sky Pirates and Temple Guardians convert individual play into social utility and rewards
Rescue Mission, Cannon Fest, Space Miner, Surprise Calendar and Temple Guardians mini-game diversify without replacing core
Permanent: level, stats, skins, renovation area; temporary: pass, collection, events, momentum states
Feature density expands from core to team/pass/collection/momentum/endgame across level milestones