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Wyrmling

A little sky-wyrm falls whenever nothing holds it: eat every sunberry, then slip into the moongate.

WyrmlingPuzzle, Logic

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Wyrmling

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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 Wyrmling

Guide a hatchling sky-wyrm across floating ledges. It crawls like a snake, its body following its head, but gravity is real: whenever no part of it rests on rock, a berry, a runestone or another wyrm, the whole wyrm falls.

Every sunberry makes the wyrm one segment longer, long enough to bridge a gap or too long for a narrow ledge, and the moongate opens only when the last one is eaten. Eighty ledges in five chapters add thorns, pushable runestones and pairs of wyrms that carry and push each other. Every ledge is proved solvable, and its shortest route is its par.

How to play

Goal
Eat every sunberry on the ledge, then bring every wyrmling into the open moongate.
How it ends
A ledge is cleared when the last wyrmling enters the gate. It cannot be lost: a step that would drop a wyrm into the mist or onto thorns is refused, and Undo is unlimited.
Record
Fewest moves and fastest first solve on each ledge, with who holds them.
  1. Step the wyrm's head up, down, left or right; the body follows. You can step into the air: as long as one segment rests on something, the wyrm hangs there. When nothing holds it, it falls until something does.
  2. Stepping onto a sunberry eats it and the wyrm grows a segment. Berries, rock and the gate never move, so a berry hanging in the air is something to stand on until it is eaten. When every berry is gone the moongate opens; bring the wyrm's head into it to take it home.
  3. Thorns and the mist below must never catch a wyrm: a step that would land it there is refused. Step into a runestone or another wyrm to push it, if there is room behind. With two wyrms, every one must reach the gate.
  4. Undo and Restart are free and unlimited, and Undo straight after a Restart brings your route back. A hint shows the next step of a shortest route on the ledge, but that attempt no longer counts for records.
  5. The clock starts when a ledge is first opened and keeps running if you leave and come back. Only your first clear sets a time; fewer moves can always count.
Worked example for Wyrmling
Worked example. See how the rules apply to a real position.

Controls

InputAction
Arrow keys / WASDStep the head
Swipe on the ledge, or the step padOne swipe or tap is one step
Tab / Q, the Switch button, or tap a wyrmChoose which wyrm moves
Z / BackspaceUndo
RRestart the ledge
HHint (takes the attempt out of the records)
EscapeMenu

Tips

  • Count before you eat A berry makes the wyrm longer for good. Sometimes the berry you can reach first is the one to save for last.
  • Hang to reach A wyrm can reach out over a drop as far as its body allows, then step onto the far side before it lets go.
  • Make your own ground A runestone pushed into a gap, or a second wyrm, is something to stand on.

Good to know

Progress and first-solve times stay in this browser. A hint marks that attempt as assisted and keeps it out of the records. Sound effects follow the site's switch; reduced motion is in Settings.

Watch how to play

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

Questions

Can I lose a ledge?

No. A step that would drop a wyrm into the mist or onto thorns is refused, and Undo and Restart are unlimited.

What is par?

The fewest moves that clear the ledge, found by searching every reachable position.

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