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Cube Cube Cube v0.2.0

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@github-actions github-actions released this 04 Oct 18:20
· 17 commits to main since this release
6d4ceb0

Changed

  • 2D picture puzzles now use arrows of at least five cells, with longer target paths and leftover fragments absorbed into existing bodies where possible. Unusable fragments stay empty instead of becoming tiny arrows.
  • Saved 2D boards containing short arrows regenerate with the longer paths, keeping their source image, crop, and settings.

Added

  • Home game selector with illustrated cards for the cube, picture puzzles, and Colony; the cube now lives at cube.html with its existing saves intact.
  • Separate Three.js Colony puzzle inspired by Colony Flow: pixel pictures, five active slots, queued color boxes, and animated ants that carry outside-accessible cubes back to the nest.
  • Six original Colony motifs with progressive queue variants, solvable generated reserves, undo, state-aware hints, pause, double speed, a collection, and independent validated local saves.
  • Colony rule, save, complete-game browser, navigation, and desktop/mobile regression checks.
  • Separate 2D picture puzzles: upload, paste, drop, or import a CORS-enabled direct image URL, then crop and generate a playable image.
  • Pixel-sampled colours along each arrow, colour-aware path placement, and guaranteed solutions by forward peeling.
  • Three difficulty and detail settings, alternate seeded arrangements, original-image comparison, zoom/pan, keyboard hints, undo, restart, and completion.
  • Local image processing in a Web Worker and separate IndexedDB image/progress saves; the cube journey stays independent.
  • 38 distinct circle-parking layouts with dependent groups, opposite-head choices, and coordinated forks; later tiers require up to seven parking moves.
  • Stateful hints for generated parking groups and a dedicated circle challenge throughout the endless journey.
  • Pressure buttons that pause arrowheads and hold matching gates open until the head leaves.
  • Fixed quarter-turn deflectors and alternating deflectors that reverse after a successful head passage; only arrows operate them.
  • Arrow-triggered rotating upper sections that transport arrows, tiles, and colored ridge connections.
  • Five new mechanic lessons, puzzle families in the collection, and progressive combinations in the endless journey.
  • Transactional movement, mechanism-aware hints, and complete undo and save replay for gates, deflectors, and rotation.
  • Save migration that keeps earned completions and shifts existing endless progress past the new opening lessons.

Fixed

  • Clicking a 2D arrow no longer scrolls the canvas when it receives focus, keeping the click aligned with the chosen arrow.
  • Movement locks left behind by missing arrow meshes or failed animation frames. All arrow types finish or restore their committed state before unlocking a mechanism level.
  • Pressure-button feedback for forks parked by their second head, and misleading wait messages on deadlocked boards.
  • Active saved puzzles retain their original generator while newly started puzzles use the richer parking layouts.
  • Arrows ignoring obstacles on the same face beyond a tunnel opening. Physical exit trajectories now check arrow bodies across gaps, at their actual 3D depth.
  • Generation accepting paths with blocked flights across gaps.

Play online

The web archive contains a static build. Extract it, serve the folder with a local HTTP server, and open index.html through that server.