More about Tightrope
Tightrope is a game about staying calm while things push you around. Your acrobat is always slightly unstable, wind leans on the wire, and your job is to make small, early corrections instead of big, late ones. The reward is a steady rhythm: walk, balance and recover, then cross to the next rooftop.
A run is a series of crossings between rooftops, and each rope is longer than the last. Early crossings are about learning the controls. Later ones add wind that grows stronger, gusts, birds and drones to duck, slack sections of rope, and rain. On Medium and Hard these arrive sooner, so the difficulty you choose changes the whole texture of the run.
Scoring and progress
Your score is the number of rooftops you cross in the 60-second run. Separately you collect style points from stars (10 each), ducked birds (15), close calls (25) and each crossing (50), all multiplied by your ×1 to ×5 balance multiplier. Easy, Medium and Hard keep their own bests. The grade from S to D depends on your accuracy, which drops 10 points per fall, plus your crossings and your longest streak of crossings without a fall.
Common questions
How long is a run?
A run is 60 seconds. It can end sooner on Medium or Hard if you run out of lives. Time spent crouching or recovering from a fall still counts down.
What happens when I fall?
On Easy a safety net catches you and you lose time but not the run. Medium gives you 3 lives and Hard gives you 2, and each fall costs one. Falling also resets your multiplier.
Is there a checkpoint?
Easy and Medium have a halfway checkpoint on each crossing. Hard does not.