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Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

2–20 characters: letters, numbers, spaces and . _ - '

Nurimisaki

Shade around circled tips to leave one connected light network.

NurimisakiPuzzle

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Nurimisaki

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Game menu

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The game’s own pause and menu rules apply. Opening this panel alone does not stop its clock.

Settings

Applies across the arcade. Browsers may slow games in background tabs. Turning this off does not change a game’s ranking rules.

About Nurimisaki

Shade cells around circled tips, then join the remaining light cells into one network. Each circle marks a dead end, and numbered circles tell you how far a straight light run extends.

Solve 160 charts from 4×4 to 7×7 on a lamplit writing desk. Branches and loops are welcome, but neither colour may form a solid two by two square.

How to play

Goal
Connect all light cells. Circles mark every dead end; numbered circles count a straight light run including themselves. Neither colour may fill a two by two block.
How it ends
Decide every editable cell and satisfy all the rules. Marks can always be changed.
Record
Your fastest first solve is kept for each chart.
  1. Choose a chart and select Shade, Light or Erase. Every cell without a circle needs an explicit Shade or Light decision; an untouched cell is unknown.
  2. Circles are fixed light. Each circle must have exactly one light neighbour through an edge. Every other light cell needs at least two light neighbours.
  3. A numbered circle counts itself and the consecutive light cells straight ahead in its only light neighbour’s direction, stopping at shade or the grid edge. Empty circles have no length clue.
  4. All light cells must connect through edges. Branches and loops are allowed; you do not need a single simple path.
  5. No two by two block may be entirely light or entirely shaded. Use Undo to revisit a choice; Restart asks before clearing your editable marks.
Worked example for Nurimisaki
Worked example. See how the rules apply to a real position.

Controls

InputAction
Tap or click / dragApply Shade, Light or Erase; drag is one Undo step
Right-click a cellErase its mark
Arrows / SpaceMove focus / apply the selected tool
S / L / ESelect Shade / Light / Erase
X / Delete or BackspaceMark Light / erase
U / Y / RUndo / Redo / ask to restart
EscapeClose a dialog or return to Charts
Gamepad stick or D-pad / AMove focus / activate
Gamepad X / LB / RBMark Light / Undo / Redo
Gamepad B / Start / BackReturn / menu / How to play

Tips

  • Start at the tips A circle has only one light neighbour. A number restricts how long its straight light run can be.
  • Check both colours Three matching cells in a two by two block force its fourth cell to use the other colour. Keep the light network connected.

Good to know

Progress stays in this browser. Returning to Charts in the same page keeps the first clock running. Restart keeps that clock and all circles. Reload restores marks as Practice; replay cannot replace your first-solve time. Music and effects have separate switches.

Watch how to play

The rules, then Chart 4·01 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

Questions

Must the light cells form a single path?

No. Branches and loops are allowed. Only circled light cells may be dead ends.

Why is my chart still unfinished?

Every editable cell must be marked Shade or Light, and all rules must hold. Unknown cells are not light marks.

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