Rules and numbers

한국어

All rules and numbers are our own design. Each number is listed with the code constant it matches.

ItemValueBasis
Board size6 by 6Own design. Engine constants COLS and ROWS.
ColorsFive (four attack, one heal)Own design. Engine constant COLORS.
Pop rule3 or more of one color in a row or columnA widely known rule idea. No source is copied.
Drag time5 secondsOwn design. Screen constant DRAG_MS. Not used in relaxed mode.
Base damage12 per combo, plus 4 per extra orbOwn design. Engine constants BASE_DMG and SIZE_DMG.
Combo multiplier(combos + 3) / 4Own design. 4 combos is 1.75x.
Weak and resisted1.5x and 0.5xOwn design. Set per enemy.
Healing8 per Leaf combo, plus 3 per extra orbOwn design. Engine constants BASE_HEAL and SIZE_HEAL.
Your HP300Own design. Engine constant PLAYER_HP.
Enemy HP440, 850, 1450Own design. Set by bot simulation (docs/balance.md).
Enemy attackEvery 3 moves for 34, 50, 74Own design. Engine constant ENEMIES.
Stage heal40 HP for each stage clearedOwn design. Engine constant STAGE_HEAL.
Day boundaryMidnight Korea timeOwn design. Everyone plays the same day's board.

Orbs and enemies

Names and art are new, made for this app.

NameTypeDescription
EmberOrb (triangle)An attack orb.
TideOrb (circle)An attack orb.
VoltOrb (diamond)An attack orb.
DuskOrb (square)An attack orb.
LeafOrb (plus)Pops to heal you.
Moss ToadEnemyWeak to Ember. Resists Tide.
Drifting WispEnemyWeak to Tide. Resists Volt.
Stone ColossusEnemyWeak to Dusk. Resists Ember.

Same board, same seed

A board comes from one seed. The same seed is the same board.

The daily seed comes from the date. Refills come from the same seed too.

The same drag gives the same result on any device.

Source

Dragging orbs to chain colors is a widely known play idea. We use only the idea and chose the names, art, text and numbers ourselves. No literature is cited.

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