Mega update
# The box gets taller
Two updates rolled into one post. The first is the big one — a second comb, a
scoring system that cares about what you play rather than just how much of it,
an audience upstairs with opinions, and the ability to finish a box and move on
to a worse one. The second is smaller and overdue: you can now turn the whole
thing down.
## Harmony
The board has always mapped pitch to horizontal position, low tines on the left
and high on the right, but nothing ever scored the *relationship* between two
notes. A third and a tritone paid exactly the same. Now they don't. Two tines a
third or a fifth apart, struck close together, answer each other and pay again.
Fourths, sixths and octaves come in later. Three different tines inside a beat
that spell a chord pay a triad bonus, and strikes that walk the scale a step at
a time build a phrase that's worth more with every step.
All of it is audible, which was the whole point. An interval re-sounds the note
it's answering, so you hear a proper two-note chord. A triad sounds all three at
once. You can tell you've hit something good before you've read the number.
## The upper comb
I wanted a second comb, and for a while I assumed that meant doubling the tines
across the board. It doesn't fit. 44 columns would need pegs 11 px apart and a
bead needs 30, so there's no room, and no way to make room without re-tuning the
whole board from scratch. So it goes up instead of across.
Eleven upper tines, on alternate columns, unlocked once the first comb is whole.
Fit one and every peg on that column in the top of the board rings an octave
above the tine below it and pays more. The part I didn't plan and like the most:
it counts as a *high* note for the purpose of casting bells, so the upper comb
drags bells down over the left-hand side of the board where they could never
appear before. A bead falling straight down a fitted column crosses the register
line and plays an octave, which is now worth money because of the harmony work.
The two systems found each other without me arranging it.
Related, and deliberate: bells now only cast on the right-hand half of the comb,
and drone rods only on the left. Which half you repair first is a real decision
instead of a spending order. Repair the treble and you get a board full of
bells; repair the bass and you get drones and hum. Neither earns more than the
other. They just sound like different instruments.
## The house asks for something
Every night the audience upstairs names one tine and a number. Play that note
enough times and they're on their feet, and you get a spin of the reel. Three
reels, music all the way down. Three quarter notes or three eighths pays double,
three beamed pairs pays five times, and a whole bar three times over pays ten.
The accidentals — ♭ ♮ ♯ — are blanks and never pay, which is the house's little
joke. It multiplies the whole night, so a lucky spin can turn an ordinary
evening into a record.
Only beads actually striking the tine count. The sympathetic wave brushing it
doesn't, or a wide-wave build would satisfy the house every night without ever
aiming at anything.
## Selling the box
Finish a box and the audience turns up:
> *Well, look what we have here! It seems they've fixed the music box!*
> *Would you like to repair another?*
You can hand it over, or send them away and keep playing — there's a **Call the
audience** button in the workshop for whenever you're ready. They pay for the
best night they heard out of that box, so staying on to land one enormous night
is worth real money at the door. Then you start on a bare one: fewer tines still
fitted, more felt through the board, and every box you've ever mended still
playing somewhere, paying you for all of them.
There's also a book in the pause menu now. If you don't know what a fifth is,
"a fifth pays 60% again" is noise. Thirds, fourths, phrases, triads, registers,
dampers, sympathetic resonance — every entry says what the term means in music
and then what it means on this board. It's the thing I'd have wanted while
learning what the box was doing to me.
## Things that were broken
Beads were getting stuck at the bottom, and a player found it and diagnosed it
exactly: the brass rails made it impossible for a bead to get past the middle.
Worse than tight, actually — the left rail physically overlapped the peg above
it, and all three left gaps of 24–32 px where a bead needs 34. Beads wedged, the
run couldn't end, and the game had to be force closed. The rails have moved into
the gaps between the last row of pegs, every obstacle on the board is now
checked against a bead's width when it's placed, and there's a watchdog that
shakes loose anything that stops falling. There's a pause button with an *End
the night* option too, so there is always a way out.
Runaway plus Shatter could go infinite. Runaway makes beads free for nine
seconds, and during those nine seconds the bells were still dropping loose
parts, including more Runaways. It fed itself. Nothing drops during a Runaway
now, and there's a cooldown so a ten-bead cascade can't pay for its own ticket.
Holding to charge was highlighting the page on some browsers, which is fixed
properly on everything I can test. And the arpeggio bead's chain window was
running on the wall clock rather than game time, so it was frame-rate dependent
and kept counting while paused. Everything that scores now runs on a clock that
only moves when the game does.
## Demo and full
itch doesn't let browser games sit behind a price — embedded content is always
free, no matter what the project costs. So rather than pretend, there's a split.
The demo is the whole first arc: get the comb back to twenty-two tines. Harmony
and the upper comb are on the map, greyed out, so you can see what's up there.
Finish the comb and the audience turns up with the pitch.
If you buy it you don't start over. The demo hands you a progress code — every
fitting, every note of applause, your best night — and the full version takes it
on the title screen. Paste it in and pick up exactly where you stopped.
## And you can turn it down
The smaller update, and one I should have done sooner. Tinefall has always been
loud, bright and shaky on purpose, since the whole idea is that you can hear
whether you're winning, but until now there was no way to ask it to be less of
all that. There's a **Settings** sheet on the title screen, in the pause menu,
and behind the ⚙ in the workshop. Esc gets you out.
Music and sound are two separate sliders. Sound is everything the board does:
tines, bells, drone rods, the plunger, the thud of a bead landing in a bin.
Music is the box idling between runs, that slow half-broken tune it plays over
the menus using only the tines you've actually repaired. They're separate
because plenty of people want the board ringing and their own music playing over
the workshop, and that's a perfectly reasonable way to play.
The fiddly part was the reverb. The box has a room on it, a short feedback delay
that gives the tines their tail, and it was one room shared by everything. Turn
the music down with that setup and the notes get quieter while their echoes keep
ringing at full volume, which sounds broken in a way that's hard to point at. So
each side got its own room. Turn something down and its tails come down with it.
The bead trail is Full, Short or Off. The blur behind a falling bead looks good
and makes fast shots readable, but it's also a bright smear moving quickly
across a dark screen, which not everyone wants. Short keeps enough to follow the
arc. Off is off. Flash and shake is Full, Dim or Off, and covers everything that
jolts: the screen lighting up when a bell goes off, the whole board shaking when
something big lands, the blink on a powerup timer that's about to run out. Dim
keeps the feedback but takes the punch out of it. Off is genuinely still.
None of it changes what anything pays. A bell is worth the same whether or not
the screen lights up. The defaults are exactly what the game did before, so if
you never open the sheet you won't notice any of this. And your settings aren't
part of your progress — they're stored separately, so starting the box over from
bare parts leaves them alone. You shouldn't have to turn the flashes off twice.
Thank you!
Thanks to everyone who's played it and told me what broke. The rails thing in
particular was a *good* bug report and it made the game better. If something's
uncomfortable, too loud, too bright, or just broken, tell me — the last round of
fixes came almost entirely from people saying so.
Files
Get Tinefall
Tinefall
Plinko pinball roguelike in a music box
| Status | In development |
| Author | OneManDevelop |
| Genre | Strategy |
| Tags | Incremental, Pinball, plinko, Roguelike, Roguelite |
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