
Why the drop games run slower now
A handful of visitors wrote in over the last month or so saying that Reed Row Drop felt a touch too quick, with the ball landing before there was much chance to properly watch it bounce through the pins. We agreed, once we sat and watched it back ourselves a few times over.
The original timing was borrowed from an early test build where speed mattered more than atmosphere, since we were mostly checking that the physics behaved sensibly rather than thinking about how it felt to actually watch. That's the wrong priority for a site built around taking things slowly.
We've since slowed the drop by roughly a third and added a touch more bounce off the lower pins, so the ball spends longer wandering before it settles into a slot. It reads much closer to watching something actually drop through reeds now, rather than a number appearing on a timer.
The same adjustment has gone into Rising Mist Climb and Rising Bubble, both of which had a similar issue of things resolving before you'd really had a chance to settle into watching them. Small changes, but ones that matter more than their size suggests for a site like ours.
If either of those still feels rushed to you, or too slow now in the other direction, do write in through the contact page. Pacing is one of those things that's genuinely difficult to get right for everyone, and outside opinions help more than we can usually manage alone.