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Games » Cable Car Run

Cable Car Run

By Leetdom · 2026

Play:

Touch: Tap a switch tower to change which branch the cart takes; tap anywhere else to hold the cart at its next stop (tap again to roll on) so a hazard can pass. The speaker (top right) toggles sound. After a win, a loss or a pause, tap to continue or retry. · Keyboard: Left/Right/Up or A/D/W switch the next junction; Space, Down or S toggles the hold; Enter or Space continues past win/loss screens; R retries; M mutes; P or Esc pauses. Mouse: click a tower to switch it, anywhere else to hold.

About:

A compact timing-and-routing puzzle game, made in-house for Leetdom. A little cable-cart runs along a network of swaying wires strung between towers. It never stops on its own: it rolls forward one cell at a time on a fixed beat, picking up passengers at the platforms and dropping them at their matching stations. Your whole job is to decide, moment to moment, where it goes and when it waits.

There are only two things to touch. Tap a junction to flip which branch the cart will take when it arrives, and tap a tower (or hold) to make the cart pause there on the beat so a hazard can pass. Everything in the world moves on its own clock: shuttle carts sweep one way along a stretch of wire and then duck off into a siding for a few beats before swinging back, and signal gates close a span of line for a telegraphed window and open again. Every hazard flashes a warning before it bites, so a death is always something you could have read.

Because the simulation is a fixed-step, integer-cell machine, every level has a definite answer, and a breadth-first solver proved all ten are winnable before they shipped. The ten hand-authored levels build from a single fork up to multi-branch runs with limited cart capacity, crossing shuttles and layered gate timing, each one small enough to read at a glance and replay in seconds. Everything you see and hear is drawn and synthesised in code: no image or audio files, no network, no third-party anything.

Credits:

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

Phone check: 2026-10-03: built, then taken through the single build-repair pass by the remake-78 agent using original dependency-free tooling (a hand-rolled CDP driver over a raw WebSocket client; no Playwright, no external packages, served from loopback). A node breadth-first solver (verify.js) proved all 10 levels winnable (optimal 23,35,39,34,34,45,45,33,29,39 ticks), replayed each optimal plan through the live engine to the exact tick, and confirmed a reckless never-hold run dies where hazards exist. Real CDP touch on a 390x844 phone plus mouse+keyboard on 1280x800 desktop and touch on 844x390 landscape: full first-minute win loop (switch + hold to route and deliver), loss with one-action retry, pause via P and a genuine tab-hidden visibilitychange, resize storm, and blocked-localStorage (play continues, progress save swallowed) all verified; zero console errors, zero uncaught exceptions, no offsite network requests. Twelve screenshots inspected; two defects found and fixed (a /favicon.ico 404 console error, and a title motif bleeding into the desktop letterbox), both re-verified gone. Offline-rendered audio (real OfflineAudioContext) passed all 7 gates: silent idle floor (-inf), SFX peak -7.87 dBFS and full mix -10.43 dBFS (both under -1), music RMS 30.3 dB under the SFX peak, no harsh highs (SFX >6 kHz 26.5 dB and music 48.5 dB under their own peaks), and ambient that swells rather than drones. Published 3 Oct 2026 by the Pi fleet after server2 independent QA PASS (staging phase PASSED_STAGING); production fixes: tap now resumes a paused game (a phone could not leave the tab-hidden pause), and running into a dead-end buffer or reaching the exit with fares unserved now ends the run with tap-to-retry instead of idling forever (soft-lock on phones, which have no retry key) - engine untouched, verify.js still proves all 10 levels.

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