The tagline of Tirralee is “Every bubble is a song”, and we meant it literally. When a caught spirit pops, the game rings a little bell, and when several pop in a row, the bells climb. A good chain doesn’t just score well. It sounds like a tune. It’s Wednesday, so here’s a page from our dev diary about how that works.
The picture at the top is a meadow room. Tirra has just blown a bubble around a Chirpet, and the Stompling beside it is next in line.
No sound files at all
Tirralee doesn’t play recordings. Every sound, from a jump’s light “hup” to the boss’s grumbling roar, is built by the game itself, note by note, the moment it’s needed. That keeps the game small, lets it run offline, and means every note in it is ours. It also means a sound can change with what’s happening on screen, and the bubbles are where that matters most.
A ladder of eleven notes
Popping bubbles climb a ladder of eleven notes, from F to F two octaves higher, using only five notes per octave: F, G, A, C and D. Musicians call this a pentatonic scale. It has no notes that clash, so whatever order the bells ring in, they sound good together. And it’s in F, the same key as the game’s songs, so the bells always sit nicely on top of the music.
The first critter in a chain rings the bottom F. Each next one jumps two rungs higher: A, then D, then G, then C, then the top F. From the second pop on, a quieter bell rings two rungs above the main one, like a tiny echo. Pop six spirits in one go and you hear a whole rising phrase.
How a chain spreads
A chain starts when you pop one bubble. Any bubble touching it starts to pop too, five steps later. The game runs sixty steps a second, so that’s about a twelfth of a second per link. It’s quick enough to feel like one big burst, and slow enough to hear every bell in turn. That little delay is the whole trick: without it, six bells would ring at once and you would hear one blurry chord instead of a tune.
Empty bubbles join the chain with a tiny “pip” and no bell, so the tune belongs to the spirits you’ve set free.

Bigger chains, bigger gifts
The tune isn’t the only thing that climbs. Each spirit you set free in a chain is worth twice as much as the one before: 100 points, then 200, then 400, all the way to 6,400 for the seventh. The treat it drops climbs too, through seven treats from 50 points to 5,000, and the treat’s sparkle rings a step higher on the same ladder. Pop four at once and the room gives you a present, once per room.
When dusk falls
Stay in a room long enough, usually about half a minute, and the sky darkens. “DUSK!” appears, a music-box alarm ticks four times, and the room’s song speeds up by about a quarter. Ten seconds later the Duskmoth arrives with a low, breathy “hooo”.
The way out is the same bubbles. A chain of three, or a freed firefly, brings the light back. “Light!” appears, a warm rising chord rings out, the song slows back down, the Duskmoth flies off, and the room’s clock steps back so dusk is a little further away again.

Little rules so it never grates
A sound you hear a hundred times an hour has to stay pleasant. So each common sound comes out slightly higher or lower every time, just a few percent, and the game never plays too many copies of the same sound at once. Tirra and Lee also blow and jump on slightly different pitches, so in a two-player game you can hear who did what without looking.

The song you’re collecting
Every room hides a golden note. When you take one, the bells play the first five notes of the waltz from the title screen, so every note you find hums a piece of the game’s own song. Find all fifty to see the true ending. We won’t say more than that.
The first two levels of Tirralee are free, alone or with a friend on the same keyboard. Turn the sound on, catch three spirits and pop them together, and listen to the bells climb.



