A RETRO CONNECTION PUZZLE

TRIVALL

Connect Your Mind

Build paths of matching colors from one edge of the grid to the other. Every completed chain lights up the wires, fills your rocket's cells, and brings the launch sequence one step closer.

// Core Systems

Circuits. Chains. Combos.

01

Connect the Halves

Blocks fall into the grid with colored halves. Match adjacent blue or red halves to forge electric wires and light up the edge sockets.

02

Fuel the Rocket

Four fuel cells each demand a precise mix of blue and red connections. Fill them all, watch the gauge climb, then punch the launch button.

03

Mind the Overload

Every fuel cell has a limit. Push too many connections of the wrong color and the overload gauge spikes — cross the red line and the rocket cooks itself. Balance risk against throughput.

// Block Types

Three Halves, Infinite Paths

Every block is built from two halves. Blue halves conduct blue. Red halves conduct red. Mixed halves conduct both. Metallic wildcard blocks bridge both blue and red to their adjacent blocks.

  • Blue & red halves conduct their own color
  • Mixed halves conduct both colors simultaneously
  • Full-mixed metallic blocks bridge any path
  • The wheel launches, the SAVE slot rescues
RED
BLUE
HALF-MIXED
FULL-MIXED

// Head-to-Head

Race Two or Three Rivals

Drop into a real-time Game Center match. Same seed, same grid, same deck — first pilot to launch wins the round. Lose together, and the host calls a rematch.

2–3 Players Same Seed Real-Time Auto-Rematch

// Accessibility — first-class, not an afterthought

Play By Sight
or By Sound

Trivall was engineered so the entire puzzle system exists as audio as well as visuals. Every color has its own voice. Every connection sings. Every near-miss whispers. A player with zero vision can hold a full map of the grid in their head: blocks are always placed in the same order, only the mixed half can change its color, each block placed onto the grid plays a sonic representation of its connections, and every block selected before being played is previewed through its audio signature.

DEFAULT
#00D4FF · #FF2A5F
COLORBLIND
#0072B2 · #E69F00
VISUAL

Colorblind-Safe Palette

Toggle the VISUAL setting and the whole board repaints with an Okabe-Ito-inspired deep blue + amber combination. It's a universal-design pair designed for deuteranopia, protanopia, and tritanopia — also high-contrast enough to read cleanly on low brightness or sun-bleached screens. Nothing else about the game changes, so muscle memory transfers perfectly.

  • Red + blue → amber + deep blue
  • Mixed stripes inherit the same palette
  • Applies to blocks, wires, edge lights, HUD
BLUE HALF ♪ cello · lower note
RED HALF ♪ cello · higher note
NO MATCH ∿ hollow wind
BAD STACK 𝄞 low drum thud
AUDIO · PLACEMENT

One Sound Per Color

Every placed block fires two cello notes: one for the top half, one for the bottom. Each color has its own pitch, and the two halves are separated by a small gap so they never blur together. A mismatched half plays a hollow wind tone instead, and a block that crashes down on an incompatible top neighbor triggers a low drum thud — instant audible feedback that the move didn't work.

You can tell by ear whether a placement: (a) connected cleanly, (b) missed only on one half, (c) conflicted vertically. No visual inspection needed.

C3E3G3 C4E4G4

Left-to-right sweep · ascending octave

AUDIO · PATHS

Connections Sing

Whenever a new chain completes, a piano arpeggio sweeps left-to- right across the cells in the path, ascending in octave as it travels. The length of the melody tells you the length of the chain. The color of the chain picks the scale. Multiple completions overlap into chords.

A blind player can map the board by ear: which column just lit up, how many cells it crossed, which color conducted through. Sighted players hear it too — it's reinforcement, not replacement.

OFF
COUNTDOWN setting disables
the 10-second auto-launch timer.
PACING

Your Pace, Your Game

The 10-second auto-launch countdown can be switched off entirely from the Settings menu. Read the board, plan your play, rotate the wheel — no timer pressure. Ideal for screen-reader flows, motor-impaired players, new players still learning the mechanics, or anyone who just prefers to think.

The game remains perfectly playable with the timer off — scoring and level clear conditions are identical.

// Settings → Accessibility

All three toggles live together under Accessibility in the Settings menu. Flip them on or off at any time — progress, high scores, and multiplayer state carry over untouched.

VISUAL — Colorblind palette COUNTDOWN — Disable timer SOUNDS — Alternate audio mode

// Coming to

LAUNCH SEQUENCE

FREE TO PLAY
  • Level 1 — solo
  • Level 1 — multiplayer (2–3 players)
  • Game Center leaderboards
IN-APP PURCHASE
  • All 30 levels across 5 difficulty tiers
  • Extreme & Extreme+ modes

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