Slide the colour carts to their matching gates — read the order and the whole board unravels.
ARCADE / CRATE APERTURE
Crate Aperture
Drag a crate along its track (or number-key select + arrow-key slide on desktop) to free the gold crate for the right exit · solve at or under par for the most points · UNDO is once per board
A sliding-block score attack. Each board is a grid of crates that slide only along their track — drag a crate to shove it aside and clear a path for the gold crate to reach the right exit. Every board is procedurally generated and guaranteed solvable, with a measured optimal move count: the fewer moves you spend beyond it, the more you score, consecutive clears grow a chain, and each board's single undo is a bonus if you leave it unused. 75 seconds, board after board, then a fresh seed for the next run.
How to play
Rules
Drag a crate along its track to slide it (one drag is one move, however far it goes). Clear a path so the gold crate can slide out the right exit. Each board is generated solvable with a measured par — solve at or under par for the full efficiency bonus; consecutive clears grow a chain; each board has one undo, worth a bonus if unused. The run ends after 75 seconds.
Controls
Drag a crate with one finger (or the mouse) along its track to slide it; release to drop it on a cell. On desktop, number keys select a crate and the arrow keys slide it as far as it can go in that direction. The UNDO button retracts the last move (once per board).
Tips
Read the lock chain before you slide — the crate blocking the exit is often locked by another crate. Solve at par for the full bonus and a growing chain. Save each board's single undo for the one move that actually unravels a tangle, not for second-guessing; an unused undo is a bonus.
Behind the game
Crate Aperture is a score attack about reading a tangle of crates and finding the fewest slides that free the gold crate for the right exit. Every crate slides only along its own track — horizontal crates move left and right, vertical ones up and down — and one drag is one move no matter how far it travels, so the whole game is choosing which crate to shift and how far.
Each board is generated procedurally and measured before it is served: a breadth-first search proves a solution exists and records the optimal move count, which becomes that board's par. Score rewards solving close to par. Spend exactly par and the full efficiency bonus is yours; every move beyond it erodes the bonus, so a board you fumble through still pays its base but pays it thinly. The interest is in the boards where the obvious first slide is a trap — the crate you wanted to move is locked by another that is locked by another, and the real solution walks the lock chain backwards before the path opens.
Two scoring layers reward sustained reading. Consecutive clears grow a chain that adds a step to every subsequent board's score, so a clean opening run snowballs. And each board carries a single undo token: use it to retract a wrong move, or leave it unused and bank an undo bonus. Because undo also trims the move count back, it is a genuine efficiency tool — but spending it forfeits the bonus, so the decision is whether the move it saves is worth more than the bonus it costs.
Seventy-five seconds, board after board, and a fresh seed is one tap away. The drawn crate rectangles, the highlighted move tracks, and the right-edge exit are all the engine's exact cell geometry, so every blockage is readable rather than arbitrary, and every high score is a sequence of reads rather than luck.
More games
Swap blossoms, grow a cascade, and make the Bloom cell burst.
Time the drop, read the wind, stack the cantilever. Play it safe and tall, or overhang for a multiplier — and brace when it gusts.