Jelly Tower
Stack wobbling jellies as high as the wind allows
Your saved progress: 0 XP across 0 games · view or move it to another device
About Jelly Tower
Jelly Tower is a stacking game played with real soft bodies. Every jelly you drop is a ring of sprung points held together by a shape-matching skeleton: it squashes when it lands, wobbles when the tower sways, and slides, sticks, bounces or slumps depending on what it is made of. Nothing about the way the tower fails is scripted — it fails because the physics says so.
Five flavours come off the crane. Gummy is the honest brick: firm and grippy. Custard spreads flat under weight, which makes it a terrible cap and a lovely base. Toffee glues itself to whatever it touches and will happily hold an overhang no other jelly could. Ice jelly is slippery — put it on anything tilted and it leaves. Mint is bouncy, and dropped from height it simply declines to stay.
The crane swings, and the jelly keeps half of its momentum when you let go, so where you release matters as much as when. Land a jelly within a whisker of the one below for a perfect, and perfects chain into combos. As the tower climbs, a wind picks up and leans on the whole thing at once; a wide, sticky base is what buys you altitude.
There are three ways to play. Endless gives you three lives and a random menu. The daily tower deals the same jelly sequence to everyone in the world, one attempt. And 24 flavour trials each hand you a fixed menu, a plate size, a wind and a height to reach — every one calibrated by a bot that played it dozens of times so the goal is fair but not free.
How to play Jelly Tower
Watch the crane swing. Tap, click, or press Space to let the jelly go.
The jelly keeps the crane's momentum — release a little early to steer it back toward the middle.
Read the flavour before you drop. Custard and toffee want to be low; ice and mint want a flat, centred landing.
Three jellies off the plate and the tower closes. In trials, reach the height line before the menu runs out.
How to play Jelly Tower
- From the home screen choose Endless tower, Daily tower, or one of the numbered flavour trials. Trials open in order, each one unlocking once you have a star on the trial before it.
- Keep an eye on the bar above the canvas: it shows your height in metres, the lives you have left and your running score.
- Release the jelly with a tap, a click, Space, Enter, the down arrow or the big DROP button, timing it against the crane's swing.
- Let it settle. The crane only brings the next jelly once the last one has come to rest, or after about a second and a half if it is still wobbling on the stack.
- In a trial, read the message line at the start: it lists the menu as flavour icons and the height to reach, and a dashed gold line marks that height on the tower.
- Any run closes after the third lost jelly, and a trial also ends once its menu is used up and the tower stops moving. The end screen shows your height and perfects (plus jellies lost, in a trial), with Again and Next trial where they apply.
Jelly Tower tips and strategy
- Trial menus arrive in order. The icons shown when a trial starts are the exact sequence of jellies, repeating from the beginning when they run out.
- Endless gives you a calm start. The first two jellies are always gummy, and there is no wind for the first five drops. After that it builds with every jelly and reaches full strength around the thirtieth, so the early drops are the time to build wide.
- The crane gets quicker. Every jelly widens and speeds up the swing a little, so a release point that worked at the bottom of the tower will be late further up.
- Chains pay far more than single perfects. A settled jelly is worth 10 points, and a perfect adds 15 times the current combo, so a third perfect in a row is worth 55 on its own. A miss or a lost jelly resets the chain.
- Your height is the peak, not the finish. The game records the tallest the tower ever stood at rest, so a late collapse does not take it away.
- Three stars needs a clean plate and a perfect. Reaching the line earns one star, losing no more than one jelly earns two, and three requires losing none while landing at least one perfect.
- Perfects are measured against what you hit first. A jelly that lands straight on the plate is judged against the plate's centre; one that lands on the stack is judged against the first jelly it touches.
Trials, the daily tower and scoring
The 24 trials start gently, with six gummies, a wide plate, no wind and a 1.7-metre goal. By the end the plate is little more than half as wide, the wind is at its strongest, and the final trial hands you twenty jellies of ice, mint and custard to stack. Along the way there are some pointed exercises: one trial is gummy only, eighteen of them, and asks for three metres; another pairs nothing but toffee and custard.
At the end of a run, your points are a quarter of the tower score plus ten for every metre of height. A cleared trial adds 10 per star and a 30-point bonus the first time, while a failed one pays a third. The daily tower adds 20 points, and once it is done the Again button disappears and the home screen shows your score until tomorrow.
Nine badges track your progress: First stack, Three metres, Six metres, Ten metres, Five perfects in one combo, Daily baker, Half the menu for trial 12, Master pâtissier for all 24, and Clean plate for clearing any trial after the sixth without losing a jelly.
About this game
More arcade games




Recently added




Jelly Tower rankings
Ranked by career points — heights reached, perfects chained, trials cleared and daily towers all count. Today resets at midnight IST, the week resets on Monday.
Loading…
Jelly Tower — frequently asked questions
Is Jelly Tower free?
Yes. It runs in the browser with no download and no sign-up. Your best height, stars and badges save in the browser you play in.
Is the physics real or animated?
Real. Each jelly is a small soft-body simulation with shape matching, friction anchors, sticky bonds and plastic slump. Towers fall because the simulation says they fall.
What do the flavours do?
Gummy is firm. Custard spreads under load. Toffee sticks to what it touches. Ice slides off anything tilted. Mint bounces.
What counts as a perfect?
Landing within a few pixels of the centre of the jelly below. Perfects chain into a combo that multiplies points.
How high can you go?
A bot playing carefully reaches four to five metres before the wind wins. Six metres is a real achievement; ten is legendary.
What is the daily tower?
The same jelly sequence for every player, generated from the date. You get one attempt, and it awards bonus points.
Does it work on a phone?
Yes. Tap the screen or the big DROP button. It is designed portrait-first.
Can I see which jelly is coming next?
In the flavour trials, yes: the menu shown at the start is the exact order, repeating from the beginning. In endless and the daily tower the first two are gummy and the rest are drawn at random.
Why hasn't the next jelly appeared?
The crane waits until the jelly you just dropped has settled, or for about a second and a half if it keeps wobbling. A bouncy mint can take a moment to come to rest.
Does a collapse wipe out my best height?
No. Height is recorded as the tallest your tower stood while at rest, so a tower that falls apart afterwards keeps the height it reached.
Tell us what to fix
Found a bug, or think something should play differently? This goes straight to the developer — no account, no email address required.