Touch: drag back from the cue stone to aim and set power, release to strike; drag the spin dot for draw, follow and side; when you have ball-in-hand, drag the cue stone to place it; tap buttons to choose rivals or trials; tap to restart · Keyboard: Left/Right arrows aim (hold Shift for fine aim), Up/Down set power, W/A/S/D nudge spin, Space strikes, M mutes, Esc returns to the menu; on the result card Enter or Space takes the main action. Mouse: drag to aim and strike, click buttons.
About:
A top-down stone-pool game in the spirit of the 2000s Flash classics, made in-house for Leetdom. On a lantern-lit barge, numbered river stones glow across the felt and you sink them with a cue stone. Drag back from the cue to set your angle and power, nudge the spin dot for draw, follow and side, and let go to strike. A dotted guide traces your line and the first bounce so you can read the table before you commit. It plays by eight-ball rules: the table starts open, you claim embers (1-7) or tides (9-15) with your first clean pot, clear your suit and then sink the moonstone (8) to win. Scratches and wrong-first-hits hand the rival ball-in-hand, so safe play matters.
The Rivals ladder has four opponents who each think with the real physics, not a scripted path: Pebble is a loose novice, Reed is steady, Heron is sharp and Lantern rarely misses, each simulating candidate shots and picking the best while their aim wobbles by their skill. Beat one to unlock the next. The Trick-Shot Trials are six handcrafted setups, from a single long pot to a five-stone clean sweep, where you get the stone in hand before every shot and chase a one-shot star. Every trial is proven solvable in code against the game's own physics. The simulation runs on a fixed step so a shot plays out the same every time, and everything in it, the art and the sound included, is drawn and synthesised in code, with no image or audio files at all.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-05: builder-tested with real headless Chromium (CDP) on a 760x360 landscape phone, a 390x760 portrait phone and a 1280x800 desktop with mouse and keyboard: title, rivals and trials menus, aiming and striking, a full first-minute match loop, trick-shot trials, win and lose cards with one-tap retry, and the ball-in-hand placement. Zero console errors, no network requests, runs with localStorage blocked, pauses on a hidden tab, re-lays out on resize. Determinism and settling checked in node (21 physics assertions; worst settle ~2.4s). AI skill gradient verified over scripted matches (Lantern beats Pebble 14-0, Reed 13-1, Heron 11-3; same-tier roughly even). All six trials proven solvable in node against the game's own physics. Audio measured offline over 30s: music sits 10.8 dB (RMS) under the SFX, mix peak -10.8 dBFS, nothing harsh above 6 kHz (15.3 dB down), no droning repeat. Production check 2026-10-05 (pi-fleet): /games/stonewick returns 200; on a 390x844 touch phone profile the game loads in the page with zero console errors and no external requests, real CDP touch drives title -> Rivals -> match -> aim drag -> STRIKE (shot rolls), and Full screen refits the frame 332x590 -> 390x844 with touch still working (Menu -> Trials -> trial).
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