Touch: Tap an empty cell to lay the next channel there; tap the piece preview to rotate it before you place. Tap Rotate to spin the next piece, Release to send the spring, and the sound label to mute. On the win and lose cards, tap Next level, Replay, Try again or Menu. · Keyboard: Arrow keys move the cursor, Enter or Space lays the current piece, R rotates it, E releases the spring, M mutes, Esc returns to the menu. The mouse also works: click a cell to place, click the buttons to rotate, release and navigate.
About:
A pipe-routing puzzle made in-house for Leetdom, in the spirit of the 2000s Flash classics. A spring sits at the edge of the board and one or more meadows wait to be watered. During the build window you tap empty cells to lay the next channel from a queue of straight, elbow, tee and cross pieces, rotating each to point the way you want. When you press Release, the spring pulses and water advances one cell at a time along whatever you built. A channel mouth that opens onto a wall, a stone or an empty cell springs a leak and spends one of your seals; run out of seals, or leave a meadow dry when the water settles, and the run ends. Finish with no leaks for three stars.
There are ten hand-authored trails that teach one idea at a time: a first straight channel, bending around a boulder, the long way across, splitting one spring between two meadows with a tee, chaining splits down a spine, a four-way cross that sprays in three directions at once, tight corridors with only two seals to spare, and a final floodgate with four meadows and the fastest pulse of all. Each level is derived from its own drawn route, so the game can always prove a solution exists and the piece queue always contains enough to build it. After the campaign comes Freshet Run, an endless mode that procedurally grows wider boards, more meadows, faster water and shorter build windows the further you get, and remembers your best round. Everything is drawn and synthesised in code — the water, the blooming meadows, the particle splashes and the calm generative score — with no image or audio files at all. Progress, stars and your endless best are kept locally.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: the deterministic flow engine has node unit tests (211 checks): piece masks and rotation, placement rules, seeded flow and leaks, full determinism, every one of the 10 campaign solutions winning with 0 leaks and all meadows fed, the real piece queue supplying each solution within its build and seal budget, 60 generated endless boards all solvable, and 200 fuzzed random runs that never throw and always terminate. In the browser (chromium over CDP, serialised on the shared lock): real touch on a portrait phone (390x844), the same script on a landscape phone (844x390), and keyboard + mouse on a 1280x800 desktop. Checked title, start, a genuine tap that lays a pipe, rotate, a clean win with 3 stars, Next level, an instant-release loss and one-tap retry, pause on a hidden tab and resume, resize, and a full run with localStorage blocked (?blockstore=1) — the game still plays and mute degrades gracefully. Audio measured offline through an OfflineAudioContext: full mix peaks at -8.5 dBFS (no clipping), music sits 10.7 dB under the SFX by active RMS and 12.3 dB by peak, high-frequency energy above 6 kHz is ~31 dB down (no harshness), and the generative score is ~52% active (no drone). Zero console errors, zero page errors and no network requests across every run. Independent server2 QA (round 1): PASS; the mutating window.__rill test hooks are gated behind ?debug=1. 2026-10-03 (pi-fleet): the portrait control bar now stacks Rotate/Release in a column so the next-piece queue stays visible at 320-390px; re-checked live on leetdom.com.
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