Your campaign
The saved best comes from a fully completed series. More points wins; ties use fewer rounds, then shorter time. Replaying temporarily excludes this level from the running total. A failed series never deletes a saved best. Bests are separate for Easy, Hard and Extreme.
Saved total: 0
How to play
Watchmaker’s workshop has ten mechanical puzzles and its own account bests. Drag the velvet tray to catch the pocket watch. Move copper rails and launchers by their centers; rotate rails at either end (Q/E on keyboard). Tap a hinged bridge to open or close it; G opens the next closed bridge. A gear-locked bridge opens when the required brass gear is collected. Moving pendulums and escapements transfer their motion to the watch. Cut the counterweight cord, or press B, to stop its upward pull. Blue electrical contacts are dangerous; dark contacts are safe. Gears score 10, winding keys 25 and crystals 100 points. The same collection multipliers and uninterrupted catch series apply. Hard and Extreme shrink the tray; Extreme locks it after the first cut.
Logs and beams begin on the ground beside the basket. Grab the middle to move a piece freely. Grab either end to rotate it around its midpoint. Build your own catching route and drag the basket into position. Swipe across or tap a rope to cut it. The long balloon tether is cuttable too: the balloon floats silently away and the treat falls. Small round spring pads launch it upward. Slack ropes tighten as it falls. Collect every star, coin and ruby through consecutive successful catches. Next round retains symbols, wood positions and rotations; the balloon returns. Missing the basket loses the current series. See Scoring below for multipliers and comparisons. Keyboard: Left/Right moves the basket, 1–4 cut ropes, B releases the balloon. R selects the next wood piece; then all four arrows move it and Q/E rotate it. Escape returns to basket control. Choose any of ten levels in Settings or click the Level field; level 10 wraps to level 1. Switching levels resets the active series after confirmation. Each level has its own saved best. Bombs must not be touched by the treat; moving wood into them is harmless. Compact round spring pads start on the ground and can be moved and rotated like wood. A strong impact launches the treat along the board’s upward normal; the spring briefly recovers before it can launch again. Easy uses the large basket. Hard uses a basket 32% smaller. Extreme uses the smaller basket and locks its position from the first rope or balloon-tether cut until the next round. Place it before cutting. Difficulty changes restart the series; account bests and totals are separate for each difficulty. A bomb hit shows a brief fire explosion before the result appears.
Scoring
- Base values: star 10 points, coin 25 points, ruby 100 points. Workshop: gear 10, winding key 25, crystal 100.
- Each round has its own collection chain: first symbol ×1, second ×2, third ×4, then ×8, ×16, ×32 and so on. The multiplier applies only to that symbol, regardless of its type.
- Example: three stars in one round score 10 + 20 + 40 = 70 points.
- Points and symbols are kept only if the treat lands in the basket. The next round starts at ×1, while previously collected symbols stay collected and cannot score again.
- Collect all symbols across one or more consecutive successful rounds. The level ends only after all symbols are collected and the last treat lands in the basket.
- A missed basket or a restart resets all symbols, points, rounds and time of the current series. Your saved level best remains safe. A round counts when you cut its first rope. Touching a bomb also loses the entire series.
- Comparison order: higher total points first; at equal points, fewer rounds; if both are equal, shorter total active play time. Time runs from the first cut to the catch in each round; menus and landing animations do not count.
- Replay to improve your collection chains. A completed series replaces the account best only when it is better by this order; level points are never added twice.
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