Touch: tap a tool along the bottom to pick it, then play in the well: with Poke, drag Mote around and fling it; with Puff, press and hold to blow a stream of air in the direction you drag, lifting Mote; with Chalk, drag to draw a solid line; with Ball, Bubble or Balloon, tap to drop a prop; Clear wipes your chalk and props; the top-left button resets the room back to the title and the top-right button toggles sound · Keyboard: keys 1 to 7 select the seven tools; Space blows a puff of air straight up under Mote; C clears chalk and props; P pauses; R resets the room back to the title; M mutes; Enter or Space starts the game and plays again on the finish screen
About:
A gentle physics companion sandbox, made in-house for Leetdom in the spirit of the 2000s Flash classics. You share a tall glass well with Mote, a squishy pressurised wisp that squashes, stretches and springs back from everything it touches. Nothing you do can harm it; the whole point is to poke at the room and watch what happens.
Seven tools sit along the bottom. Poke grabs Mote and lets you drag or fling it, so it boings off the walls. Puff is a stream of air you hold down and aim, strong enough to lift Mote and float it near the top. Chalk draws solid lines you can turn into ramps, bowls and springboards. Ball, Bubble and Balloon drop props into the well: balls are heavy and knock Mote about, bubbles pop with a chime when bumped, and balloons drift up and carry it along. Clear wipes your chalk and props so you can start a fresh contraption. Every bounce, pop and lift feeds a Glee meter and nudges the glow of the room.
Eight light quests teach the toys one at a time — say hello with a few pokes, fling Mote into a wall, hold it aloft on the Puff, knock it between two balls, roll it down a chalk ramp, pop a bubble, chain three pops without it coming to rest, and fill the Glee meter — but they only ever suggest, never gate. When they are done the room opens into free play with every tool unlocked, and the simulation runs the same deterministic fixed step throughout, so a chalk ramp behaves the same way every time you build it. All of the art is drawn with canvas and all of the sound is synthesised in code; there are no image or audio files, and the game never touches the network. Your tools, mute choice and progress are saved on your device.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-03: headless Chromium runs (serialized under flock, each well under 120 s) at 390x844 portrait, 844x390 landscape and 1280x800 desktop, screenshots inspected by the builder. Title to play to finish and one-tap play-again all work; all eight quests are solved to the win screen by a deterministic bot in game.test.js. Pause on tab-hidden, DPR/resize letterboxing, blocked localStorage (no throw) and keyboard tool select all verified; zero console errors and no network requests across title/play/win. core.js physics is a fixed-step 240 Hz pressurised soft body; sim.test.js (17/17) proves determinism, bounded state, rest and area invariants and that every quest is bot-solvable; game.test.js (20/20) drives the real game shell through title, all quests, retry, visibility and resize. Audio measured offline over a 30 s session via OfflineAudioContext: silence floor is digital zero, the music bed sits 11.1 dB (RMS) under the effects (server2 independent QA re-measure after lowering musicLevel 0.042 to 0.030; the builder's 10.7 dB claim measured 8.2 dB), the full mix peaks at -12.2 dBFS and a worst-case pile-up of 24 stacked hits still peaks at -2.9 dBFS thanks to a compressor plus tanh soft-clip ceiling, high-frequency energy above 6 kHz is 16.8 dB down (nothing harsh), and the music varies across windows (CV 0.13) so it is not a drone. Production (3 Oct 2026, pi-fleet): published on leetdom with the window.__wisp test hook made read-only outside ?dev=1.
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