How to play
- Goal
- Cut the cords so the charm reaches the hatchling's mouth, gathering all three glow-moths on the way.
- How it ends
- A glen is won when the hatchling eats the charm, and lost when the charm falls away, touches thorns, or a weaver reaches it.
- Record
- The fastest feed and the fewest moves for each glen, counted only when all three glow-moths were gathered.
- Swipe across a silk cord to cut it (drag across it with the mouse, or press the number shown at its pin). One swipe can cut several cords. The charm swings on the cords still tied and falls when none are left.
- Get the charm into the hatchling's mouth, and touch the three glow-moths on the way. Tap the dew bubble holding the charm to pop it (Space), and tap a wind-lily to puff the charm the way the flower faces (its letter key).
- Thorns and turning thistle wheels break the charm, a weaver steals it if it crawls all the way down its cord, and a charm that leaves the glen is lost. The glen starts moving as it opens; R starts it again at once.
Controls
| Swipe · drag | Cut every cord the stroke crosses |
|---|---|
| Tap | Pop the bubble holding the charm · puff a wind-lily |
| 1 – 9 | Cut the cord with that number |
| Space | Pop the bubble holding the charm |
| A S D F | Puff the wind-lily with that letter |
| R | Start the glen again |
| P · Escape | Pause (the attempt no longer counts for a record) |
The hatchling, the charm and the glen's plants and creatures are warehouse paintings made for this game; the backdrops are warehouse paintings and the sounds warehouse recordings. A run is sent as its actions alone, and the records worker plays them again with the same physics before it ranks the time. Your progress stays in this browser under morass.rope-charm.v1. No ads or analytics run inside the game.
About Rope Charm
The rope-cutting puzzle in the Cut the Rope tradition, in a fey wood at dusk where dragon hatchlings nest in mossy branch-forks. A charm of amber honey hangs on silk cords above a hungry hatchling. Snip the cords at the right moment so the charm swings, falls, floats and bounces into its mouth, and gather the three glow-moths on the way.
The physics are exact. The charm and every piece of the glen follow a small engine written for this game that uses only arithmetic every browser rounds the same way, so the same cuts at the same moments always fall the same way, everywhere. Nothing is random: when a feed goes wrong, it was the moment of a cut, and a glen can be learned.
There are 120 glens in eight groves, each bringing one new thing: snare rings that tie a new cord, dew bubbles that float the charm up, briar thorns and springy toadstools, wind-lilies that puff it, weavers that crawl down a cord to steal it, turning thistle wheels, and fairy rings that carry it across the glen. Every glen was proved feedable with all three glow-moths, and each grove runs from its easiest glen to its hardest. Each glen keeps a Top 10 for the fastest feed and one for the fewest moves, and the site replays every run before it keeps a place.







