- Cruel-red background
- Backtracking not automatically allowed, still no wraparound, still no penalty for trying to go past walls
- 4×4, 5×5 or 6×6
- Because images are disturbing, add option to blur them in settings (
blurImageThreshold: enter a number to blur images of that number and greater, and have number written on blurred textures; enter anything less than 1 or greater than 10 to not blur any images)
- Images labeled 0-9
- Maze type changes every tile
- Additional button labeled “Append”
- Note: Focus more on the entirety of the maze rather than surrounding tiles
- Goal Maze
- Whichever surrounding tile(s) are closest to the goal number are okay to navigate to
- Total Maze
- Sum up entirety of the maze, modulo 10 and add 1
- Whichever surrounding tile(s) are closest to this number are okay to navigate to
- Cross Maze
- Sum current row and current column, multiply them, modulo 10 and add 1
- Whichever surrounding tile(s) are closest to this number are okay to navigate to
- Border Maze
- Individually sum up the leftmost column, rightmost column, highest row and lowest row (do not modulo 10 or add 1)
- Whichever direction(s) are associated with the column(s)/row(s) of the highest sum number are okay to navigate towards
- Corners Maze
- Take numbers modulo dimensions of corner tiles, make every possible combination of [x, y] coordinates (includes swapping numbers)
- Whichever surrounding tile(s) are in any of these coordinates are okay to navigate to
- For every quadrant of the module, concatenate each digit to get a 4-digit number
- Note: for some ruleseeds, use rows or columns
- Convert each number to its 14-bit binary equivalent
- Prepend 1 if the goal is in the quadrant, 0 if not
- Same with starting position (starting position bit goes to the left of goal bit)
- Concatenate each string of bits to get a 64-bit string
- Convert 64-bit string to unsigned long
- For each digit in unsigned long:
- Find tile with that digit closest in Manhattan distance to last appended tile (if no tiles have been appended, use starting tile)
- Press “Append” while on that tile to append it
- Press “Append” on the goal to submit sequence
- Notes:
- According to calculations, resulting unsigned long could range from 49,152 (5 digits) to 16,649,569,293,445,310,223 (20 digits)
- Create playfair cipher table:
- First 0 in reading order is replaced with A, second 0 replaced with B, etc.
- After all 0s have been replaced, continue with 1s
- Forgo Z
- Repeat until every tile is replaced with a letter
- The table used for submission is different; alphabetical order in the arrangement determined by the goal number (starting with 1 for the purposes of this draft)
- LRUD means left to right, from the uppermost row to the lowermost row
- DULR means down to up, from the leftmost column to the rightmost column
- Word to be encrypted is also determined by goal number
- Click “Append” on the tile associated with each letter from the encrypted word
- Click “Append” on the goal to submit the sequence
- SU PR GM NG (RLUD)
- UN CA NX NY (LRUD)
- TR AC TO RX (LRDU)
- IN CR ED BL (RLDU)
- ON LY OH IO (UDLR)
- SK IB DI TL (UDRL)
- JM BO JO SH (DULR)
- WH IS TL NG (DURL)
- FO RG OR XD (LRUD, then RLUD every other row)
- TR OL FA CE (RLUD, then LRUD every other row)
- Assign letters to tiles similarly to 5×5, but this time the first of each tile is given its number (0, A, B, C, 1, D, E, etc.)
- Convert special number into base-36 based on sum of all tiles
- Append every tile of the converted number and submit on goal tile