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Topple

One button. The hard part is where.

Controls · Click, tap or press space to drop

Score0
Landed0
Stage1
To clear4
Tiltlevel
Best0

Click, tap or press space to drop · The plank pivots at the centre · Load the light side to bring it back · Height pays more than width

About Topple

Topple gives you one button and one decision. A plank rests on a central pivot, a crane carries a shape back and forth above it, and a single press lets the shape go. Everything after that is physics.

The tilt is not a difficulty setting that creeps upward. It is a readout of where the weight actually sits: every shape resting on the deck pushes back on the plank at the point it touches, so a stack that drifts left tips the plank left, and the only way to bring it back is to put the next shape somewhere that argues with it. That is the whole game — not stacking high, but noticing which way the board is arguing and answering it.

The scoring pulls the other way on purpose. A landed shape pays ten points plus one for every eighteen pixels it settled above the deck, so the safe flat layer that never tips is also the layer that scores almost nothing. Going up is where the points are and where the danger is, and every drop is that argument in miniature.

How to play

  1. The crane travels back and forth above the plank. Press to release the shape it is carrying.
  2. A dropped shape falls straight down — it does not inherit the crane's sideways speed, so where you press is where it lands.
  3. Shapes rest on each other and on the plank. Every one of them adds weight where it sits.
  4. The tilt readout shows which way the plank is leaning. Load the light side to bring it back.
  5. Each landing scores ten points plus one for every eighteen pixels of height above the deck, all multiplied by the stage you are on.
  6. Land the number of shapes shown under “To clear” to finish a stage. The stack is never reset — you keep everything you built, on a plank now carrying all of it — but the multiplier goes up and the height mark moves higher.
  7. The run ends when the plank tips past its limit or a shape slides off into the pit.

Five tips that actually move your score

  • Answer the lean before you chase the height. The plank does not care how high the stack is, only where the weight sits. A shape placed deliberately out on the light side buys you five more drops — and five more drops at a higher multiplier is worth more than one reckless tower.
  • A shape at head height is worth three at deck level. Ten points for landing, plus one per eighteen pixels up. The second storey roughly doubles a piece's value and the third roughly triples it, which is the entire reason to take the risk.
  • Watch the deck, not the crane. Beginners track the moving shape and press when it looks centred. Better players decide where the gap is first, then wait for the crane to pass over it.
  • A sliding shape is a warning, not a loss. The deck is slippery enough that a bad landing slides before it falls. That second of sliding is the game telling you which way to correct.
  • Wide and low beats tall and neat. Spreading the load across the deck keeps the tilt small and gives later shapes somewhere flat to land. A tidy tower is a tall lever arm waiting to go over.
  • The crane speeds up, so bank your easy drops early. The first ten placements are the only ones you get with time to think. Use them to build a flat, symmetric base rather than to chase a clever position.

Frequently asked questions

Is the tilt scripted or real?
Real. The plank is three free physics points held rigid around a pinned pivot with a spring under each end, and every shape resting on it transfers its weight back at the contact point. Nothing anywhere sets the angle — it is a consequence of the load.
Can I recover from a bad lean?
Yes, and that is the most satisfying thing in the game. Deliberately dropping onto the high side shifts the balance back. Runs are lost by panicking and continuing to build on the heavy side.
Why circles instead of boxes?
Because contact between circles resolves predictably and contact between corners does not. Each shape is a small welded cluster of circles, which gives irregular silhouettes that still stack without jitter or shapes sinking into each other.
Does it work on a phone?
Yes. Tap anywhere to drop. There is only one input in the whole game, so nothing is lost on a touchscreen.
Guide · 12 min read Five Bugs I Wrote Into a 276-Line Physics Engine Read →
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