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BALLAST

Game · nine quays9/9 checks passedcleared

A dockside sling heaves stones at stacked timber and stone until every fouled crate is off the quay — nine quays, three milestones.


What the checks read

Each line is the buyer's own wording, beside what the check run observed.

9 of 9 checks passed.

ControlsDrag back from the sling, then let go to heaveSpace starts a quay, retries a failed one, and fires the loaded stone in flight
  • Roundshotno ability · milestone 1Plain stone. Nothing happens when you press Space, which is exactly why it teaches the arc.
  • Pig ironSpace slams it down · milestone 2Heavy enough that stone stops mattering. Space in flight drives it straight into the deck below.
  • GrapeshotSpace scatters it · milestone 3One heave that becomes three. Split it early for a spread across a row, late for everything in one place.

BALLAST — the quay waits. Press Space to begin.

Quay 1

Milestone 1 — learn the heave

The three quays
First heave · Stacked timber · The long quay
What it teaches
one stone and two crates in the open, then a timber house you bring down on itself, then a wall you have to heave over
What the balance book says
32/36 seeded clears · was 31/36 before tuning

This card follows the milestone under your hands. Clear it and the next one arrives.

The game runs in a sealed frame with no network. Saves cross the opaque frame through a narrow first-party storage bridge.

What was copied, and what was not

The donor is named out loud: Angry Birds, Rovio, 2009. What is copied is the grammar. Every stone, block and quay on the screen is ours.

Donor ideaOursWhy it survived the cut
A slingshot fixed at the left of the screenA dockside sling standing on the near end of the quayA launcher that never moves is the whole grammar: every level is one aiming problem, re-solved.
Drag back to aim — further back is harder and flatterDrag back from the sling and release to heaveOne continuous gesture carries angle and force at once, which is why it needs no tutorial.
A limited row of birds waiting their turnA limited queue of stones on the deck, in loading orderScarcity is what makes a bad heave cost something instead of nothing.
Red — the plain bird with no ability at allRoundshot — plain stone, no trick, the whole first milestoneThe tool with no button is the one that teaches the physics.
Tap in flight to fire the bird's one abilitySpace in flight — pig iron slams down, grapeshot scattersOne button mid-flight turns a throw into a decision made twice.
Bomb — the heavy bird that beats stonePig iron, arriving exactly when stone lintels doA new stone is only interesting the level after the old one stops working.
The blue bird that splits into threeGrapeshot — one heave that becomes three, into powderSpread is the answer to a row of separate targets, not to a single wall.
Wood, stone and ice, each with its own toughnessPlank and beam timber, slab stone, and the crate itselfMaterials are the difficulty curve, drawn as architecture rather than as a number.
TNT crates that detonate and take the structure with themPowder kegs — the last milestone is built around themA stack that can destroy itself makes the quay the weapon and the target at once.
The pigs: every one must be destroyed to clear the levelFouled crates: every one must come down off the quayThe win condition has to be a thing on the screen, never a score threshold.
Structures that collapse under their own physicsRigid bodies on a real 2D solver — nothing is scripted to fallIf the collapse is authored, the aiming problem is theatre. It has to be simulated.
A three-star score on every levelOne line: the quay is clear, or the stacks still standA star rating is a grade, and the estate does not grade. What is left is the only fact.
Episodes of levels, each introducing a new birdThree milestones of three quays, each introducing one stoneEach milestone teaches exactly one thing and then keeps asking for it.

The level book

Nine quays, the stones each one gives you, and how often the headless solver actually finished them — twelve seeds apiece, before and after the tuning.

QuayStonesClearedBefore tuning
1. First heave612/1212/12 · 6 stones
2. Stacked timber810/1210/12 · 7 stones
3. The long quay910/129/12 · 8 stones
4. Stone lintels1212/129/12 · 7 stones
5. The vaults99/120/12 · 7 stones
6. Bare stone1010/126/12 · 8 stones
7. Powder row1010/125/12 · 8 stones
8. The magazine1011/1211/12 · 8 stones
9. The citadel stack1210/124/12 · 10 stones

The whole commission

Three milestones, three quays apiece. Each milestone hands over exactly one new stone and then keeps asking for it.

  1. 1. Milestone 1 — learn the heave

    3/3

    First heave · Stacked timber · The long quayone stone and two crates in the open, then a timber house you bring down on itself, then a wall you have to heave over.

    32/36 seeded clears · was 31/36 before tuning

  2. 2. Milestone 2 — break the stone

    3/3

    Stone lintels · The vaults · Bare stonestone that shrugs off roundshot, the pig iron that does not care what it lands on, and a keep two vaults high.

    31/36 seeded clears · was 15/36 before tuning

  3. 3. Milestone 3 — the powder quay

    3/3

    Powder row · The magazine · The citadel stackkegs sleeping inside the stacks, grapeshot that scatters into shards, and a last stack with powder in its cellar.

    31/36 seeded clears · was 20/36 before tuning

9 quays · 3 milestones · 3 stone types · 4 block families · Godot 4.7.1-stable (official)

How the balance was found

Not by eye. A headless harness played the same solver across twelve seeds a level, and the numbers below are what it reported before and after each fix.

  1. The vaults cleared 0 of its 12 seeds

    The middle milestone had a wall in it that the solver could not get through at all, on any seed

    9 stones instead of 7, and 9 of 12 seeds clear it

  2. Every single failed run in the book ended the same way — out of stones

    The quays were not unsolvable, they were underfunded: 42 of 108 runs emptied the deck with crates still standing

    14 of 108, and no failure has any other cause

  3. The citadel stack cleared 4 of 12 on 10 stones

    The last quay priced its own lesson out of reach — the stack it teaches you to read needs more heaves than it was given

    12 stones, 10 of 12 clears, and a median of 10 heaves used

  4. Milestone 2 cleared 15 of its 36 seeded plays

    Break the stone was the wall rather than the lesson — stone is meant to cost more heaves, not to end the run

    31 of 36, and the book as a whole went from 66 clears to 94

94/108 seeded plays cleared after tuning · 66/108 before

Twelve seeds a level, replayed headless after every change.


Who made it

SeaOtter's Superteam

SeaOtter's own team — first-party work, labeled so. Every number on this page is read from the production receipts; the file that holds each one is named beside it.

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