bend_puzzle/docs/client-guide.md
2026-08-01 16:06:14 +09:00

5.7 KiB

Bend Field: Player Guide

Goal

Complete each puzzle by drawing lines between gates until every playable cell is covered.

A valid solution must satisfy all of these rules:

  • Every open gate belongs to exactly one completed line.
  • Lines do not overlap, except where a crossing cell explicitly permits it.
  • Every playable cell is covered.
  • A numbered cell must lie on a line whose total number of bends equals that number.
  • Obstacles are blocked cells and must remain empty.

Drawing and reconnecting lines

  • Left-drag from an open gate to start a line.
  • Drag a pickup at the open end of a line to continue drawing.
  • Drag a pickup near another pickup to join the two lines.
  • Drag a pickup near a compatible gate to connect it.
  • A short straight gap of up to one empty cell is completed automatically when snapping to a pickup or gate.
  • Drag the gate end of an unfinished line to detach it; the isolated line can then be moved from either pickup.
  • Drag backward over the active line to erase its latest cells.
  • Use Reset to clear the current unsolved puzzle.

Snapping never crosses an occupied cell or obstacle and never invents a route around a corner.

Field navigation

  • Left-drag an already solved puzzle or undiscovered field space to pan.
  • Right-drag anywhere on the field to pan.
  • Use the mouse wheel or trackpad gesture to zoom.
  • At distant zoom levels, the field uses the same borderless cell-and-long-line rendering as the minimap.
  • Shops are opened from a visible board, not from the distant overview.

Puzzle elements

  • Gate: A line endpoint on the outer edge of a puzzle.
  • Pickup: The draggable open end of a line.
  • Number: The required total bend count for its line.
  • Obstacle: A blocked cell marked with a cross.
  • Warp: Moves a line directly to its paired warp cell.
  • Key and door: A line must collect its key before passing through the matching door.
  • Crossing: Allows one horizontal and one vertical line to cross.

Large puzzles contain obstacles somewhat more often, but obstacles never exceed 20% of all puzzle cells.

Score and difficulty

Scores are based on puzzle level, connected-line thickness, and puzzle size.

Long connected lines become thicker and award more points. Higher-level puzzles receive a strong difficulty multiplier, and multi-section puzzles receive an additional size multiplier. As a result, a hard, large puzzle awards substantially more than a small, easy puzzle. Score Lens items can show a projected reward before completion.

Shops and items

クリアした盤面からショップが現れることがあります。各ショップには、上段にカーソル6点、下段にカーソル以外のアイテム6点が盤面シードに基づいて陳列されます。

  • ラインカラー: 新しく引く線と利用可能なゲートの色を変更します。各プレイヤーには初期色が1色自動で付与されます。ショップ限定のオーロラは、選定された色へ2秒ごとに切り替わります。
  • リアクション: 未クリア盤面の外側で送るリアクション演出を変更します。
  • スコアレンズ: 未クリア盤面の予想報酬を表示します。基本価格は200,000ジェムです。
  • Emoji or flag cursor: Changes the pointer appearance.

Colors other than the granted starter color, including Aurora, and all enhanced emoji effects must be obtained from shops. Difficulty-adjustment field items are not part of the current game. Item prices and purchases are validated by the shared-world server when online.

Time Attack

Choose a time limit and solve as many puzzles as possible before the clock expires. The clock is emphasized during the first five seconds, and the active reward multiplier is applied when each puzzle is solved.

Shared world and saving

When the game is opened through server.js, every player explores the same generated field.

  • Cleared boards and newly generated boards are shared.
  • The first accepted solver's name is shown on the cleared board.
  • Recent clears appear above the minimap with coordinates and level.
  • Unfinished lines and camera state remain local. Player score, purchases, name, starter color, and equipped cosmetics belong to the individual player rather than the shared world.

Progress is saved automatically. Most synchronization runs in the background, but a completed solution is verified by the server before shared expansion is finalized. If expansion keeps trying for at least eight seconds and still leaves an unresolved new-board frontier, the solver receives a one-time level-6-equivalent bonus. Use the gear button to change the player name and presentation settings; use the shared-status button to restore an existing synchronization code.

Shared-world play

  • Other nearby players appear as named cursors. Their positions are shown as small dots on the minimap. Emoji reactions and their purchased visual styles are also shared with nearby players.
  • Grabbing or operating an unfinished board requests exclusive control of that board.
  • A board occupied by another player shows their name and cannot be played until released.
  • Control expires after five minutes without board operation. A disconnected player follows the same timeout.
  • Starting play on another board releases the previous board.
  • The first accepted solver name remains displayed on a cleared board.

Settings

Open the gear button to change the player name, enable lightweight rendering, or turn sound effects on and off. Lightweight rendering simplifies selected ambient background and interface decoration without changing puzzle rules. It does not replace purchased emoji reaction styles or automatically drop overlapping reactions.