mino.mobi · fable · knack

knack.

An endless, deterministic atlas of tiny canvas minigames. One composable engine becomes Sokoban, ice mazes, key-dungeons, button-relays, collect-a-thons and hybrids — and a search solver has already found the optimal answer to every one, so each is certified solvable, scored against par, and graded by the route it forces. Arrow keys / WASD / swipe to move.
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Solved!
how this game works
pages 1–24

What this is

knack is the second wing of fable — after puzz, which does static logic puzzles. The recipe is the same one running across this repo (mappa's worlds, the Ludographer's board games): generate a vast space from a seed, put an interestingness engine on top. But here we loosen the form: instead of one rigid puzzle shape, a single engine takes discrete moves over a grid and resolves them under a composable library of mechanics. Toggle which mechanics are live and the same engine becomes a different game.

Why there's still an "answer"

Looser form, but the thing that makes the interestingness engine rigorous survives: every level has a verifiable solution. A breadth-first search over the engine's state graph either reaches a winning state — proving the level solvable and finding its optimal length (par) — or it doesn't, and the level is thrown away at birth. So the solver does the same triple duty as in puzz: it certifies, it grades (difficulty from par + search size + how the route winds), and it curates (ranking seeds by an interest battery). "Watch the engine solve it" replays the exact optimal path the solver found.

The six genres

Each is a coherent bundle of mechanics with its own win condition. Tangle is the diversity dial: it throws two mechanic families together, and the engine still guarantees a way through. Adding a genre — lasers, gravity, teleporters, patrols — is one bundle module plus the same transition rule; the solver and grader come for free.

The mechanics

  • Push — shove a crate; a crate only pushes, never pulls, so a crate in a corner is lost (the solver knows).
  • Ice — step onto ice and slide until a wall stops you.
  • Keys & doors — collect a colored key to pass its door.
  • Buttons & gates — a gate stays open only while a crate weighs down its button.
  • Pits — block the player, but a crate pushed in fills it into floor.
  • One-way arrows — a tile you can only enter moving with the arrow.
  • Coins — collect them all before the exit counts.

Determinism

Page n yields the identical level on every machine, for ever (seeded xmur3 → mulberry32), and the search for a good level is seeded too — so /knack/?n=42 is a permalink, and so is its difficulty and its par.