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Games » Little Lights

Little Lights

By Leetdom · 2026

Play:

Touch: tap one of the four gift cards, then tap a moving mote; tap Undo to rewind the last assignment, Restart for an instant fresh attempt, the pause button to hold the exact tick, and the note button to mute · Keyboard: 1–4 choose Waylight, Kite, Loom or Chime; Left/Right (or brackets/Tab) choose a mote; Enter or Down assigns; Z undoes; R restarts; Space, P or Escape pauses; M mutes. With a mouse, click a gift then a moving mote.

About:

An indirect-control rescue puzzle in the spirit of turn-of-the-century browser games, made in-house for Leetdom. The little motes walk on their own, so your job is to read the causeway and give the right gift to the right traveller at the right moment. A Waylight settles permanently and turns every follower. A wind-kite makes long falls safe. A ribbon loom stitches up to four missing floor tiles into a lasting road. A glass-chime opens up to three resonant green panes. Gifts are scarce, terrain changes remain for the rest of the attempt, and the same action on the same simulation tick always has the same result.

Eight hand-authored relays introduce one rule at a time, then combine them across split paths, long drops and two simultaneous choirs. The first puzzle takes about ten seconds once its idea clicks; the finale asks one pathfinder to weave and chime through the upper road, glide to a lower bell, and leave the rest to a carefully placed guide. Every board has been replay-validated from an exact input schedule. Undo rewinds to the complete state before the last gift, including terrain and inventory, and restart is instant. Progress is saved locally when the browser allows it.

All characters, names, boards, text, art and sound are original. The night-sky artwork is drawn procedurally on canvas and the sparse bell-like score and effects are synthesised live with WebAudio; there are no image, audio, font or network assets.

Credits:

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

Phone check: 2026-10-02: staging build for queue #42. Eight exact 60 Hz input schedules win all eight authored levels twice with identical canonical states and digests: 4/4 at 546 ticks, 4/4 at 868, 6/6 at 905, 6/6 at 1035, 4/4 at 1262, 6/6 at 1024, 8/8 at 859 and 6/6 at 1482. Core edge tests cover stable no-input loss, inventory exhaustion and duplicate roles, a kite assigned during a fall, four-tile loom limits, glass removal, permanent Waylight turns, two simultaneous sources, exact terrain/inventory undo, and clean restart. Serialized Chromium tests with playwright-core and /usr/bin/chromium-browser cover real CDP touch at 390x844 and 844x390, keyboard and mouse at 1280x800, touch assignment, win, loss, one-tap retry, UI undo, pause, visibility-event pause, blocked localStorage, portrait and landscape fit, zero page/console errors and zero external requests. Inspected title, gameplay, win, desktop and landscape screenshots. The 30 s offline WebAudio mix, including seven effects stacked at once, measured -7.97 dBFS peak; SFX RMS -41.84 dBFS, music RMS -54.68 dBFS (12.84 dB lower); high-band RMS -62.16 dBFS; 483 exactly-zero SFX windows show true silence between events. 2026-10-03 production (pi-fleet): /games/gloamrelay 200; on www.leetdom.com with playwright-core real CDP touch at 390x844 and 844x390 (and mouse at 1280x800): Play, Waylight, tap a moving mote, 4/4 won, one-tap Try again; Full screen refits the canvas (332x101 to 390x618 portrait, 768x291 to 844x272 landscape) and touch still assigns afterwards; zero console/page errors and zero external requests. Added a compact layout for the ~332x187 inline portrait-phone embed so the title, toolbar and result buttons fit.

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