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Games » Wisp Echoes

Wisp Echoes

By Leetdom · 2026

Play:

Touch: Drag anywhere to pilot the bright wisp toward your finger; lift to park it. Tap "Leave echo" to freeze the wisp into a replay and start a fresh one; on the last wisp, reach the hearth to win. Undo lifts your last echo, Retry restarts the run, the note button mutes, the menu button pauses. · Keyboard: Arrow keys or WASD pilot the wisp; Space or Enter leaves an echo; Z undo; R retry; M mute; Esc menu. Mouse drag also pilots and the on-screen buttons all work with a click.

About:

A hand-authored puzzle of cooperating selves, made in-house for Leetdom. Every wall, veil, lantern and mote is drawn in code and every sound is synthesised at runtime — no images, fonts, audio files or network requests of any kind.

Drag to pilot the glowing wisp. When you have it where you want it, leave an echo: the wisp freezes into a replay of the exact path you just flew, and a fresh wisp appears at the start. Echoes are deterministic — they retrace your recorded motion frame for frame, so a self you parked on a lantern a moment ago will park there again every run. Rest a wisp on a lantern to part the veil it powers; hold-lanterns only glow while a wisp sits on them, latch-lanterns toggle on a touch and stay. Gather every ember, then bring the final wisp home to the hearth with all its past selves working the controls around it.

Eight halls teach one idea at a time: your first solo run, holding a veil for a later self, working two controls at once, latches, embers, a relay of veils in series, a fork of toggle-hold-and-gather, and a final convergence of three held lanterns. Each hall has an echo budget and a par; a quiet solver proves every one is winnable within budget. Undo lifts your last echo, Retry restarts the run, and a single tap leaves the next echo. Progress and your best echo-count per hall are kept on your device; blocked storage just plays without saving. A slow ambient pad sits far under the chimes, and the music pauses with the game when you look away.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03: headless Chromium (CDP) over a localhost static server. Desktop 1280x800: level 1 solved end-to-end with a real mouse drag from start to hearth (state title->select->play->clear); Retry resets the run timer; the tab going hidden pauses and returning resumes; a mid-play resize to 900x1400 keeps playing; zero console errors, zero external requests. Phone portrait 390x844 (hasTouch): level 1 solved with dispatched touch PointerEvents dragging the wisp to the hearth; no console errors or external requests. Phone landscape 844x390: stage letterboxes within the viewport, no overflow. Blocked localStorage (getItem/setItem throw): boots and navigates title->select without crashing, no console errors. Determinism/solver: node test plays authored waypoint plans for all 8 halls through the same engine.js the game runs, take by take, and asserts a win for each (win steps 42/61/61/91/116/141/95/95) with byte-stable gate/position snapshots. Audio measured via OfflineAudioContext: worst-case stacked-SFX peak -7.45 dBFS (limiter holds under -1), ambient pad 14.3 dB under active SFX RMS, energy above 6 kHz 31.6 dB below the full SFX mix. Production 2026-10-03 (pi-fleet): /games/echowisp 200; real CDP touch solved hall 1 on phone 390x844 and (after Full screen) 844x390; mouse solved hall 2 with an echo holding the lantern; keyboard solved hall 1 inside the leetdom iframe (canvas now takes focus on pointerdown); Full screen refits 332x664->390x844, 418x836->844x390 and 418x836->1280x800 with input working after; zero console errors, zero external requests; window.__echowisp frozen read-only without ?debug=1.

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