Drop your coins
Tap an empty tile to place a coin from the tray, tap your own coin to take it back. The tray is the level's budget — Par is the smallest number that can win.
Set the coins. The lightning does the rest.
A puzzle game about geometry, not luck. Drop your coins on the plate and pull the lever — the arc always jumps to the nearest unburned conductor inside its reach. You never draw the route. You change the shape of the board until the route draws itself.
The one big rule
The arc always jumps to the nearest unburned conductor inside its reach — counted in steps along rows and columns.
That single sentence is the whole game. Every coin the arc touches vanishes, so the next jump is measured on a board that just changed. Work the chain out to the end before you pull.
Ties? Two conductors at equal distance break clockwise from North — N, NE, E, SE, S, SW, W, NW. Deterministic, on every device.
How it works
No lives, no penalty, no limit on tries. If the arc gutters out, the plate snaps back and your coins come home to the tray.
Tap an empty tile to place a coin from the tray, tap your own coin to take it back. The tray is the level's budget — Par is the smallest number that can win.
Hold any coin or the socket to see how far the arc can leap from it. Reach is 3 in the early yards and drops to 2 once the plates get mean.
The discharge leaves the socket and takes the nearest conductor, again and again. Every coin it touches burns away and the geometry changes underneath it.
The vault is inert until every fruit coin has burned and the charge quota is met. Only then can the arc even see it — and that's the level.
What sits on the plate
Everything on the board is honest about what it does. There is nothing hidden and nothing that behaves differently on a second run.
Where the arc starts. It never burns and it is never a target.
A plain conductor. The arc passes through it and it burns away.
A conductor that must be burned before the vault will open. Six faces: cherry, lemon, grape, melon, plum, bell.
Survives the arc and doubles the reach of the next leap — but it carries the arc only once, then goes dull.
Takes the arc out of turn even when something closer is in reach. The nearest rod wins.
Two coins wired together. Burn one and the other vanishes at the same moment, wherever it stands.
Rubber. It occupies its tile, cannot hold a coin, and the arc ignores it completely.
The way out. Inert until every fruit has burned and the charge quota is met.
The campaign
Each one introduces exactly one new idea and then makes you live with it for twenty levels. Collect 45 stars in a substation to open the next.
“Nearest wins. Everything burns.”
A quiet 5×5 yard with a generous reach of 3. No fruit, no charge quota — just the two rules the whole game rests on.
“Light every face, then fill the jar.”
Fruit coins arrive and every one of them must burn. The vault also wants a charge quota, so the route has to be made longer on purpose.
“Reach 2. Mind the gaps.”
Reach drops to 2 and rubber insulators cut the plate apart. Superconductors are the only way across the empty stretches.
“Some things jump the queue.”
Lightning rods hijack the arc out of turn, and twin coins burn in pairs wherever they stand. The nearest rule now has exceptions.
“One or two coins. Nine charge. Go.”
A 6×6 plate with every element on it and a tray cut to the bone. Short, mean puzzles with a single honest answer.
Your kit & your score
There is no shop and no currency behind them. They are part of the puzzle's budget, so two players facing the same plate face it with the same kit.
Dots out where the first leap lands from the arrangement you have now.
Walks the whole route as a ghost. Nothing burns, no attempt is spent.
One coin over the level budget. Costs you the third star for this run.
Lifts one fixed coin off the plate for the rest of the run.
One for charging the vault. One for finishing inside Par. One for winning on the very first pull of the lever.
Every conductor the arc passes pays 10 sparks. Long routes are worth building on purpose.
Three levels in a row at three stars pays ×2 from the third onward, six pays ×3. Any weaker level puts the chain back to zero.
A bonus, never a threat. Solve while the bar is still running and you pocket extra sparks. When it empties it simply goes dark and you carry on thinking.
Spent on nothing but coin and arc skins — Copper through Hologram, Blue Arc through Violet. Cosmetics only. They never touch a puzzle.
The same arrangement always produces the same arc, on every device. Every level is checked by a solver before you ever see it, and its Par is the smallest winning arrangement that solver could find.
Ten badges
Get in touch
Bug reports, a level you're convinced is unsolvable, or just a note about the game — send it over and it lands in the same inbox the developer reads.
One hundred solver-checked plates. No lives, no timers, no luck.