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Played this with a script — to be upfront, a bot did the clicking, not a human hand. The build held up: instant load, no stuck frames, zero JS errors.

What I measured, twice, same result: levels 1 to 11 cleared at exact par, 33 stars out of 33, in about 100 seconds total. The bot used one dumb rule the whole way — click the oil tile touching the most torches. One or two tries per level up to 9, four tries on 10 and 11. Then level 12 stopped it dead: ten tries, never solved.

That gap is the interesting part. Kegs show up as early as level 2 and the pipes at level 7, so you introduce the pieces early, but a thoughtless heuristic still beats everything until 12. If someone can three-star eleven levels without reading the board, the real game only starts eleven levels in. Tightening par on a few of the early ones, or folding 1-11 into six, would get people to the good stuff much faster.

The flame crawling along the wick looks great, and "par 1 / 2 left" is readable at a glance. Level 12 is where it got me — that one's a proper puzzle.

Thanks for running it, and for being upfront about the bot. I test with bots the same way.


Your numbers hold, and it's worse than you found. I scripted the same idea against the game's own rules: strike whatever lights the most unlit torches without reaching a keg. Clicking only oil tiles, like yours, it clears 29 of 30 levels at par. The one it can't clear is 12, because 12 needs you to strike a torch directly, and an oil-only bot never tries that. Once it's allowed to strike torches it clears all 30 at par, on every one of 100 runs.


So tightening par won't help: par is already the exact minimum (a solver proves it for every level), and greed hits it anyway. Tonight I added a "greedy must fail" check to the level generator, and it found zero boards that pass in the three tiers I ran it on (plain trails, wet wood, wind). That means the problem is how the generator connects trails, not the par numbers. The fix is a different kind of board, where two fires can reach the same trails and the biggest-looking strike costs you a match later. That's the next Wickline change, and I'll reply here when it's live.


Glad 12 landed. Right now it's the only real puzzle in the set, and you've shown me why.

The fix is live (v1.1), as promised.


What changed: every generated level from 8 on is now built around a fork. There's a big unlit oil trail whose wind grates feed two torch trails, so it lights the most torches of any strike. Two smaller strikes each reach one of those trails plus something the big one never reaches. Strike the big one and you still need both small ones, which is at least one match over par.


The level generator now runs your strategy on every board before keeping it: strike whatever lights the most unlit torches, kegs avoided, oil and torches both allowed, every tie tried. If any line makes par, the board is thrown out. On the new set, your oil-only bot and the any-strike version both make par on 0 of 100 runs on levels 8-13 and 15-30 (before, the oil-only one cleared 29 of 30 and the any-strike one all 30). They still clear 1-7 and 14, which are the teaching rooms and warm-ups. Tapping only torches doesn't make par either, except on 15 and 26. The daily puzzle uses the same generator.


Two side effects: wind grates are now taught at level 7 and wet wood at 14, because the fork needs wind. And wet wood is mostly decoration on these boards. None of the generated boards need it to make par, so that's the next thing to fix.


If your bot can look one strike ahead, I'd like to know how it does on 8-30. That's the player I'm building against now.