diff --git a/index.html b/index.html
index 6b05e35..c94425f 100644
--- a/index.html
+++ b/index.html
@@ -3112,7 +3112,7 @@
.sort(() => Math.random() - 0.5);
const gameState = {
- tensionLevel: 0,
+ tensionLevel: 1, // Start with light tension instead of none
pinStates: Array(numPins).fill(0), // 0 = down, 1 = moving, 2 = set
pinPressTime: Array(numPins).fill(0), // Track how long each pin is pressed
currentBindingIndex: 0,
@@ -3135,7 +3135,7 @@
tensionWrench.style.cssText = `
width: 100px;
height: 30px;
- background: ${gameState.tensionLevel === 0 ? '#444' : gameState.tensionLevel === 1 ? '#666' : gameState.tensionLevel === 2 ? '#888' : '#aaa'};
+ background: ${gameState.tensionLevel === 1 ? '#666' : gameState.tensionLevel === 2 ? '#888' : '#aaa'};
border: 2px solid #888;
border-radius: 5px;
cursor: pointer;
@@ -3179,8 +3179,8 @@
// Create a single function for toggling tension
function toggleTension() {
- // Toggle tension levels (none -> light -> medium -> heavy -> none)
- gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
+ // Toggle between 3 tension levels (light -> medium -> heavy -> light)
+ gameState.tensionLevel = (gameState.tensionLevel % 3) + 1;
updateTensionWrench();
// Check if we're over-tensioning - but only if we've started interacting with pins
@@ -3203,11 +3203,6 @@
function updateTensionWrench() {
// Update tension wrench appearance based on level
switch(gameState.tensionLevel) {
- case 0: // None
- tensionWrench.style.background = '#444';
- tensionWrench.style.transform = 'rotate(0deg)';
- tensionWrench.textContent = 'Tension: NONE';
- break;
case 1: // Light
tensionWrench.style.background = '#666';
tensionWrench.style.transform = 'rotate(2deg)';