Beads roll in from the rim towards the drain. Build between waves. A level ends when the park falls silent; outlast its waves to open the next. The score is how many seconds the park sounded. Space starts a wave.
Levels
The Four Dials
fraction of normal speed kept per hard bounce.
shards + glass spent per px/s of impact above graze.
total glass a bead can shed before it shatters.
hp per 100 px of wall.
Terrain and pieces
how hard the funnel pulls. Sets orbit speed: about 120 px/s near the rim.
slows beads without costing glass. It can stop a bead in a cup, never reverse it.
glass beads enter at this speed; lead ×0.8, iron ×1.4.
paid per kick. With too few shards a spring doesn't fire.
glass a kick chips off the bead it kicks, paying nothing. A bead breaks at the break threshold.
most a vortex can push or brake a bead around its centre.
the speed a vortex drags beads towards, round and round.
paid while any bead is inside. Unpaid, it stops.
Secondary dials
bonus shards when a bead shatters in the park (the drain pays nothing).
Fixed timestep 1/120 s · speed clamp 900 px/s · F vortex spin.
Keys: number keys pick a tool · Space wave · Z follow a bead up close · R restart · T speed · M mute.
Right-click demolishes; on touch, press and hold. Scroll to zoom. Bead studiesPlaytest replays