Skip to content

Terms and Conditions

Isabelle Lim edited this page Jul 9, 2026 · 1 revision

Terms and Conditions: WAFFLEZ26 Torcher Competition

Sec 1: Timeline & Governance

1.1 Jurisdiction: These rules apply to your full and entire entry to the competition, except as applicable by CodeTorch platform rules/terms. 1.2 Deadline: Concludes strictly on 28 August 2026 at 23:59 UTC. No late entries or edits allowed. You may edit your project during the competition period at any time. 1.3 Amendments: Organizer reserves the right to modify these rules at any time with or without prior notice. 1.4 Versioning: An English-readable version of the rules is available for your convenience. Should there be any disputes, the legally binding version will prevail. 1.5 Non-Waiver: Failure to enforce any provision shall not constitute a waiver of rights.

Sec 2: Code Integrity & Technical Limits

2.1 Originality: Code and visual block architectures must be entirely original. External or third-party code duplication is banned, excluding items in the Asset Use Exceptions. 2.2 Native Code Only: All code must execute natively on CodeTorch. External iframes or embeds will result in instant disqualification. 2.3 Legacy Limit: Existing projects are ineligible unless created within the last six (6) months. 2.4 External IDEs: External development environments are allowed, provided the final build complies with all rules. 2.5 Submission: All code must be submitted via a remix and change of this project. Sending links in the comments is prohibited.

Sec 3: Restricted Automation & Solitary Work

3.1 AI Prohibition: Use of artificial generative models, AI, automation tools, or assistants (including Torchy) is strictly banned. Machine-assisted code will be instantly disqualified. 3.2 Anti-Collaboration: Work must be strictly solitary. External debugging, tutoring, or crowdsourced assistance is prohibited. Evidence of collaboration will result in disqualification.

Sec 4: Asset Provenance

4.1 Assets: Graphics and audio must be original intellectual property, licensed to you under a permissive license like CC-BY 4.0, or sourced from the built-in CodeTorch library. 4.2 Violations: Non-compliant assets are barred, subject to the Asset Use Exceptions schedule.

Sec 5: Attestation

5.1 Stage Signature: Participants must embed a signature on the stage, confirming they read and accept these terms.

Sec 6: Limitation of Liability

6.1 Limitation of Liability: WE HEREBY EXPRESSLY DISCLAIM ANY AND ALL WARRANTIES, EXPRESS AND IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF ACCURACY, RELIABILITY, TITLE, MERCHANTABILITY, NON-INFRINGEMENT, FITNESS FOR A PARTICULAR PURPOSE OR ANY OTHER WARRANTY, CONDITION, GUARANTEE OR REPRESENTATION, WHETHER ORAL, IN WRITING OR IN ELECTRONIC FORM, INCLUDING BUT NOT LIMITED TO THE ACCURACY OR COMPLETENESS OF ANY INFORMATION CONTAINED THEREIN OR PROVIDED BY US. WITHOUT LIMITING THE FOREGOING, WE DISCLAIM ANY AND ALL WARRANTIES, EXPRESS AND IMPLIED, REGARDING USER-GENERATED CONTENT.

Sec 7: Contact

7.1 Contact Methods: You may contact any such organiser by leaving a comment on the project here or by opening a discussion thread in the GitHub repository forum here.

πŸ“Œ OFFICIAL CODE EXCEPTIONS FOR RULE B/2.1

You may only use or adapt external code snippets from sources you do not own if they fall strictly into one of the following categories:

Official CodeTorch Extensions: Any approved extension natively available via the built-in "Add Extension" menu in the block editor. Pure Mathematical Algorithms: Standard structural math formulas translated into code blocks (e.g., 3D raycasting formulas, matrix rotations, custom easing vectors, or bezier curve plotting). Universal Utilities: Common community-standard boilerplate logic that doesn't provide a gameplay advantage (e.g., text-wrapping engines, custom list-sorting algorithms, or basic FPS counters). For example, any SDK that you find on my profile would be allowed. (includes npm packages such as left-pad)

If in doubt, please ask to avoid issues with judging.

🚫 STRICTLY BANNED

Pre-made Game Engines: Complete movement physics engines, platformer tile grids, grid-pathfinding bases, or enemy AI frameworks built by other users. Entire Project Remixes: Copying a base game skeleton and changing only the assets.

Clone this wiki locally