Three worlds · 52 puzzles
Pick a world.
Any world.
Every world in Tinkeroll is a toy you can hold: built by hand, tilted by you, full of pieces that only make sense once you have dropped a marble on them.
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World one · 20 levels
The Isles
Stone paths float over a calm sea. It is where you learn what the marble weighs, how fast it gets, and how far the edge really is.
- PathThe plain stone. You never have enough.
- BridgeCrosses a gap. Leaves no margin.
- BoosterThrows the marble forward. Aim first.
- BrakeBleeds speed before the corner does.

“Brake before the edge does it for you.”
World two · two floors
Air Mail
A sorting office stacked two floors high. Parcels pile up, envelopes drift past, and the marble has to find its way upstairs.
- LiftCarries the marble to the upper floor.
- FunnelDrops it down exactly where it is needed.
- Ferris wheelPicks the marble up and lets it go at the top.
- Upper floorPieces you place up there sit over the road below.

“Upstairs is a whole other puzzle.”
World three · machines
Night Record Shop
After hours the shop turns into one big machine. Build the chain, drop one marble, and watch everything go off in order.
- ChuteA curved slide from one level to the next.
- LeverHit it and something else starts moving.
- SeesawTips the marble the other way.
- Spinning recordNever quite where you left it.

