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Resonance

A quiet puzzle of waves and pulses. Send a pulse across the grid and watch it split, bend, and echo — line up the resonance to solve each board. Progress is saved as you go.

▶ Play ResonanceTap or click · progress saved in your browser
PULSE-ROUTING PUZZLE
RESONANCE
Place mirrors, splitters and delays so every pulse lights its target. No timers — pure logic.
SECTOR 007 PAR 3 PIECES TICK 05 ★★★
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How to play

Resonance is a quiet puzzle of pulse-routing — no timers, pure logic. Every board has one or more emitters that fire a pulse the moment you press Simulate, and one or more targets you have to light. In between is open grid. Your job isn't to aim the pulse — it's to build its path.

In the Plan phase you drop pieces from a small tray — mirrors, splitters, delays — onto empty cells to bend and steer the pulse. Then Simulate: the emitters fire and the pulse travels tick by tick along the route you laid down. Light every target and the board is solved.

Plan, then Simulate. The emitter fires east; your slash mirror turns the pulse a quarter-turn up into the target. Leave the mirror out and it sails straight on into the void.

The signal chain

A pulse travels in a straight line until a piece acts on it. Read the chain cell by cell before you place a thing — a mirror to turn a corner, a splitter to make one emitter reach two sides at once:

Emitter fires
Mirror turns
Splitter doubles
Target lights

Your pieces

Each board hands you a fixed tray — part of the puzzle is solving it with exactly the pieces you're given, no more.

Slash mirror — reflects a pulse a quarter-turn: one going east leaves heading north, one going west leaves south.
Back mirror — the other diagonal: east leaves south, west leaves north.
Splitter — one pulse becomes two, sent off at right angles to the way it came in.
Delay — holds a pulse still for a single tick. The piece for getting two pulses to a crossing at the same moment, or slipping through a gate the instant it opens.
Valve — a one-way gate: a pulse passes only if it's travelling the way the chevron points. Any other pulse is destroyed.

On the board

Some boards are just an emitter, a target and empty grid. Higher up, the grid fills with fixtures you have to route around — or through:

Target — light every one to win. A plain ring takes any pulse; a coloured ring only lights for a pulse of its own colour.
Void — a pulse that runs into one ends the whole attempt. Steer well clear.
Wall — a solid block that swallows any pulse reaching it.
Gate — opens and shuts every tick; a pulse only passes when it's open. Sometimes a delay is how you arrive in time.
ATeleport ring — a linked pair, A and B. A pulse entering one springs out of the other.
Rotator — bolted down, it spins every pulse that enters a quarter-turn. You can't pick it up, so plan around it.

A few pieces come bolted to the board (drawn shaded) — you can't move them, but they're part of the intended solution.

Two pulses cancel out
Resonance cuts both ways. When two pulses meet — landing on the same cell, or crossing straight through one another — they annihilate, and both vanish. A splitter's two children are the only exception, and only because they part ways at once. Timing with delays is how you keep your own pulses from wiping each other out.

100 levels & stars

There are 100 levels. The first 85 form the Ascend, introducing one idea at a time; the last 15 are The Gauntlet — big boards that throw everything at you at once. Each board lists a par, the fewest pieces it can be solved in: match par for ★★★, come within two pieces for ★★, and any solve at all earns . Stuck? A hint reveals one piece of a known solution in gold — but using even one caps that board at a single star.

Your stars and progress are saved in your browser, so you can pick up exactly where you left off. There's also a level editor for building and playtesting boards of your own.

Tips

  • Trace the pulse's whole path in your head before you Simulate — the sim only confirms the plan you already made.
  • A void sitting just past a turn is a warning: that's exactly where a missed mirror sends the pulse.
  • One splitter is how a single emitter lights targets on two sides at once.
  • When two paths have to meet, a delay is usually what lines up the timing.
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