Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / CARGO CANTILEVER
Cargo Cantilever
Tap the field (or press Space) to drop the swinging cargo · centre it for a safe stack or overhang past the edge for a multiplier · BRACE pins the next cargo against the wind
A timing-and-stacking score attack. A cargo swings across the top of the screen — tap to drop it onto the growing stack. Each piece is a real shape (rectangle, L, trapezoid, barrel) whose support footprint and centre of mass decide whether it stays or topples. Land flat for a safe stack, hang it past the edge for an overhang multiplier, or nail a perfect alignment for a chain bonus. Every run seeds a fresh shape order and a wind series that shoves each drop sideways, and a brace you can fire twice locks the next cargo against the wind. 75 seconds, then a fresh seed for the next attempt.
How to play
Rules
A cargo piece swings across the top of the field. Tap (or press Space) to drop it onto the stack. A piece stays when its centre of mass is over the support below; it topples when that centre falls outside. Land perfectly aligned for a perfect bonus, hang past the edge for an overhang multiplier, and chain good landings for a growing bonus. The run ends after 75 seconds or when the cargo runs out.
Controls
Tap the field (or press Space on desktop) to drop the swinging cargo. The BRACE button arms a brace that pins the next cargo against the wind — usable twice per run, before a drop. A one-finger tap works on mobile; a mouse click or Space on desktop.
Tips
Centre each drop for a safe, growing chain. Overhang past the edge for a pixel-scored multiplier — but the bigger the overhang, the closer to a collapse. Read the wind gauge: it shoves each drop harder as the tower grows, so time the drop to cancel it. Save your two braces for tall-stack gusts that would topple a high-multiplier drop.
Behind the game
Cargo Cantilever is a score attack about reading a swing and committing to a landing. A cargo piece oscillates across the top of the field; one tap drops it, and where it lands is the whole game. The pieces are not abstract blocks but real polygons — a long rectangle, an L-shape, a trapezoid, a barrel — and the same outline the renderer draws is the one the engine judges stability from. A piece stays on the stack when its centre of mass sits over the support it lands on, and it topples when that centre falls outside. There is no hidden physics and no fudge factor: the drawn edge and the collision edge are identical.
That single rule produces the strategic split the game is built around. Dropping a piece centred on the support is the safe stack — it never falls, and a run of safe landings grows a chain that pays on every drop. But the support is only the footprint of the piece below, which is often narrower than the cargo coming in. Hanging the new piece past that edge is an overhang, and every overhanging pixel is scored. The further out the centroid sits — right at the edge of stable — the larger the multiplier, and a perfectly aligned landing that matches the support exactly pays a perfect bonus and extends the chain. The tension is that the overhang that pays the most is one gust away from a collapse that resets the chain and costs points.
Wind is what stops the safe stack from dominating. Every run seeds a wind series, and the wind shoves each in-flight cargo sideways by an amount that grows with tower height — the taller the stack, the harder the gust pushes. The current wind is shown in the HUD, so a player who reads it can cancel the drift by timing the drop, or accept a smaller overhang when the gust is strong. The brace is the answer to the gust that cannot be cancelled: arming it before a drop pins that one cargo against the wind so it lands where it was aimed. A run allows only two braces, and each costs points up front, so a brace is a rescue — worth it when a tall-stack gust would otherwise topple a high-multiplier drop, and pure waste on a calm tier.
Seventy-five seconds, or the finite cargo budget, ends the run, and a fresh seed is one tap away. Cargo Cantilever turns a single swinging piece into a small decision economy: play it safe and grow the chain, overhang for the multiplier and risk the gust, or spend a brace to force the landing you read. The drawn shape, the wind, and the support are all visible, so every collapse is readable in retrospect rather than random, and every high score is a sequence of commitments rather than luck.
More games
Slide the crates, open the exit. Solve each board in fewer moves than par to chain a multiplier — and keep your one undo for a bonus.
Swap blossoms, grow a cascade, and make the Bloom cell burst.