COGFALLTHE MOVEMENT
COGS12
CHIME0
SCORE0
The movement is wound and the tower is still.
AIM0°
RINGBELL II
Hold SPACE to wind, release to fling.
A CLOCKTOWER IN TWELVE COGS
COGFALL
Brass cogs hang in the movement, each one turning at its own rate. Wind one up and let it fall. Whichever gear it lands on throws it aside — and the gear reverses. Ring the lit bell at the foot of the tower. Keep the cog bouncing and the chime grows.
- AIM
- Move the mouse, or the ← → keys.
- WIND
- Hold SPACE to charge. Release to fling.
- CHAIN
- Every gear you bounce off adds to the chain, and the chain is the score.
THE MOVEMENT IS HELD
The tower waits.
Nothing is turning. Pick it up where you left it.
NOTES FROM THE WINDING ROOM
Fling it, ring it, chain it.
- AIM
- Move the mouse across the tower, or press A D / ← →. The gauge at the foot of the rail shows the angle you have wound up.
- WIND
- Hold SPACE and the cog winds back on the rail. The longer you hold, the harder it is thrown. Let go to fling.
- GEARS
- Each gear turns at its own rate. A cog that lands on one is thrown along its rim and that gear reverses, so the tower never falls the same way twice.
- CHAIN
- Every gear you bounce off lengthens the chain. A cog that rings the lit bell scores 25 points for every link in its chain.
- Bells
- Three bells at the foot of the tower, three pitches. One is lit. Ring the lit one and the cog is spent. Ring the wrong bell, or drop a cog on the floor, and the cog is lost.
- M H ESC
- Mute / these notes / pause.
THE TWELVE COGS ARE SPENT
The tower is quiet.
The movement is still.