ARCADE / FOLD BEACON

Fold Beacon

puzzlescore attacktouchfolding

Tap a creased edge (or ↑ → ↓ ←) to fold in order · the correct edge never glows — read the faint contour · tap the light diamond (or press its matching 1 2 3 4 key) before you fold to bank the chain

A finite seeded fold-order score attack. Each card shows a faint ghost of its finished beacon contour and a crease mark on every edge that takes a fold — but the correct next edge never lights up. The finished shape depends on fold ORDER: a later fold occludes part of an earlier arc at the midpoint they share, so reading the overlaps tells you the sequence. Fold the creased edges in the order that matches the target. A wrong tap trims the clock and resets the chain, but never locks input — so blind 4-way spam burns out fast while a reading player never wastes a tap. Some steps carry a light: tap its diamond before you fold to bank its growing chain bonus; skip the diamond for a safe completion. Each completed beacon piles into a gallery below the card. Cards replenish for the whole run with a front-half (gentler) and back-half (harder) difficulty ramp. The run ends after 75 seconds.

How to play

Rules

Start with the three mini boards: fold the short arc first, then see its neighbour cover it, then take the diamond before that fold. Each uses a real contour from this run. After that, read each faint target and tap its creased edges (or arrow keys) in order. Misses on one card trim 1.5s, 3.5s, 5.5s, then at most 6.0s and reset the chain; a light is optional, but grows later rewards. In 75 seconds, build the cleanest beacon run you can.

Controls

Tap a creased edge (or ↑ → ↓ ←) to fold it. Tap the light diamond, or press its matching 1 2 3 4 key, before you fold to bank its light — that grows the chain. Read the faint target contour to choose the order.

Tips

The correct edge never glows — match the bright live contour to the faint target. An arc cut short in the target means a neighbour folds over it later, so fold the cut arc first. Wrong taps cost time and chain, but never the card.

Behind the game

Fold Beacon treats a tiny folded-paper diagram as a reading puzzle rather than a reaction test. The pale contour is not decoration: it is the record of how a beacon would look after several edges have been folded. At a shared midpoint, the fold made later hides part of the arc made earlier. A shortened arc is therefore evidence. Before touching anything, compare the bright live contour with the ghost and ask which visible edge has to disappear first. That small deduction is the satisfying core of a card, and it makes a correct sequence feel discovered rather than guessed.

The score attack rewards carrying that care across cards. Every correct fold pays its base value, while completing a beacon adds a bonus that grows with the run-wide light chain. On marked steps, a diamond can be collected before the fold. Taking it increases the chain and makes later lights and completed cards worth more; folding without it is allowed, so the player can protect a promising run instead of forcing a risky extra tap. Wrong edges on the same card cost 1.5, 3.5, 5.5, then at most 6.0 seconds each and break the chain, but do not freeze the card. Recovery is immediate, although repeated four-way probing quickly spends the 75-second clock.

Runs use a finite seeded card pool, so the sequence is consistent within a run while each new start offers different contours and light placements. The opening half introduces gentler orders; later cards ask for longer reads and more deliberate choices about lights. Finished beacons accumulate in a small gallery below the active card, turning a strong run into a visible collection of signals. It is a quiet lighthouse theme with a tense rhythm: inspect the overlap, commit to an edge, then decide whether the next glint is worth preserving the chain.

More games

NEW
Gate Weave

Slide the colour carts to their matching gates — read the order and the whole board unravels.

NEW
Crate Aperture

Slide the crates, open the exit. Solve each board in fewer moves than par to chain a multiplier — and keep your one undo for a bonus.

Triad Grove

Swap blossoms, grow a cascade, and make the Bloom cell burst.