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Games » Glass Shop

Glass Shop

By Leetdom · 2026

Play:

Touch: Tap a waiting customer to take their ticket, then tap a station to carry the piece there: Furnace to heat, Bench to shape (press and hold, release on the sweet mark), Colour to pick the frit swatch, Lehr to cool. Tap the counter to serve a finished piece. Pause and mute buttons sit top-right. · Keyboard: G takes the next urgent ticket; 1-5 route the held piece to Furnace / Bench / Colour / Lehr / Counter; at the bench hold Space or the mouse and release on the sweet mark; number or click a colour swatch; P or Esc pauses; M mutes; Enter on a result screen starts the next day or retries (R always retries).

About:

A one-stall glassblowing time-manager made in-house for Leetdom, in the spirit of the 2000s Flash order-and-serve classics. Every flame, gather, customer and glass piece is drawn in code; all sound is synthesised in the browser, no samples.

Each customer wants a form (tumbler, bowl, vase or bottle) in a colour (amber, teal, rose, cobalt or leaf). Tap a customer to take their ticket, then route the piece through the stall: the Furnace heats a gob until it glows, the Bench shapes it on a held press timed to the form's sweet spot, Colour rolls it in the right frit, and the Lehr anneals it over a few seconds across three cooling slots. Finished pieces rack up on the shelf; carry each one to the counter to serve. Customers have their own patience, so you plan routes and work two or three pieces in flight rather than tapping fast.

Shaping is the skill: hold too briefly and the piece is thin, hold too long and it slumps; land the release near the sweet spot for a clean form and a bigger tip. Heat bleeds while you carry, so a gob left too long needs a trip back to the furnace. Across five days the quota and the crowd grow, and a day is won by hitting the coin goal before closing without losing all your hearts to walkouts. Stars rate how far past the goal you finished, and your best stars per day are kept on your device.

Built for phone and desktop alike: everything is a tap or a click, the stall re-lays itself for portrait, landscape and desktop, and a one-tap retry or next-day button sits on every result screen.

Credits:

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

Phone check: 2026-10-03: real CDP input on a 390x844 phone (DPR3), an 844x390 landscape phone (DPR2) and desktop 1280x800. Touch: tapping Start begins play, tapping a waiting customer takes their ticket, and routing a gob Furnace->Bench->Colour->Lehr->Counter serves it; a full Day 1 was won at 66/48 coins and the one-tap Next advanced. Keyboard: G takes a ticket, 1 routes to the furnace and a gob is gathered, and autopilot reached a serve on both desktop and landscape (22 coins). Pause on a hidden tab halts the clock and Resume restores it; a mid-game resize to 430x760 keeps play running; with localStorage throwing, the game still starts and plays. Zero console errors, zero exceptions, and no network requests beyond the three local files. Audio measured offline through the real mixer (OfflineAudioContext): silence floor 0, full-mix peak -2.7 dBFS and sfx peak -2.8 dBFS (both under -1 even on a stacked seven-sound hit), music sits 14.2 dB RMS under SFX, high-frequency (>6 kHz) energy ~5% of signal, and the music is lively (windowed RMS and zero-cross both vary strongly, 48 of 85 windows active) rather than a single drone. Deterministic Node tests: a skilled solver wins all five days three-star, do-nothing loses, and weaker play wins days 1-3 and loses 4-5. Production 2026-10-03 (pi-fleet): /games/kilnglow 200; phone 390x844 real CDP touch in-page (332x590) took tickets and routed Furnace->Bench->Colour->Lehr->Counter to 20 coins, pause button toggles, Full screen refits to 390x844 and touch kept serving (20->47 coins); 0 console errors, 0 external requests.

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