Like I said above,
Droplitz appears to be a tile-swapping game and little more, but in actuality, it is a blend of that and a pipes game, so that your goal is to rotate and orient tile-pipes so that they form paths from the drop-emitters at the top to the drop-collectors at the bottom. The more drops you get into collectors, the more points you earn. When a drop reaches a branch, it splits in two (thus increasing your points if both drops make it to a collector), and the more possible paths you have increases a score multiplier. The game throws in one more twist by taking the tile-collapsing mechanic from its tile-swapping parentage. When you have made a complete path, a pink drop will come from the top and follow the path. Once all of the pink drops have fallen (meaning you haven't made any new paths in a while), then all of the channel's tiles are destroyed, the rest of the tiles fall and new ones fill in from the top. As drops go off into dead ends, the counter on the left of the screen depletes, and once that's empty, it's game over. The game sounds really complex and hard to get your mind around, but after just a few minutes of playing, it all makes sense.
Droplitz offers four gameplay modes: Classic, Zendurance, Power Up and Infection. Classic is just like I described above, nothing special. You just play through the game attempting to unlock themes and board configurations (which really just vary in height, number of emitters and number of collectors). Once you've proven yourself in Classic Mode, Zendurance opens up which is again, pretty much the same, you are just given a bigger board that should allow you to last longer than in the previous mode. As you can guess, the goal of this mode is simply to last as long as possible and earn enough points to unlock the next mode.
Power Up mode adds a new twist to Droplitz. Here, as you earn points, you get assigned a random power up. These can be anything from destroying the entire or part of the board, to freezing the board or slowing down the drops to give you more time to create channels. These new pieces definitely add another level of strategy to the game, but can also help get you out of a jam if you find yourself with tiles that simply don't want to line up.
The last mode, Infection, causes tiles to become sluggish and harder to rotate. The only way to get rid of these infected tiles is to make a channel that goes through them; once the path is destroyed, so is the tile. This is, by far, the mode for masters since it requires quick thinking and less flexibility in your configurations, and that's why it only opens up if you score 350,000 points in the Power Up mode (in one gameplay, of course).