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miniaturity

@miniaturity

Joined June 9th, 2026

  • 8Devlogs
  • 1Projects
  • 1Ships
  • 20Votes
miniaturity.com
web/game dev @ nyc
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4h 58m 59s logged

carrots, and an A* algorithm!

  • carrot game mechanic!

new entity type: carrots! they can be placed on top of existing tiles. carrots subtract 3 from your move count, when a bunny consumes a carrot! consume a carrot by moving a bunny on top of a carrot.

  • optimized solving algorithm, accounting for carrots

instead of the O(N^2 * 2^C * C) BFS solver, I made a O(N^2 * 2^C * (C + log N)) A* algorithm! to avoid doing a linear scan over the board for every carrot, i implemented a bigint bitmask and used brian kernighan’s bit trick to efficiently read carrots in O(1) time.

although the BFS technically has a better worse case, A* uses a distance heuristic to prioritize paths that lead towards goals, avoiding dead paths.

finally, ive implemented creating a web worker to solve the solution on a different thread, preventing the UI from freezing while the solver tries to solve the level.

  • undo/redo in editor

used stacks for undoing/redoing in editor, available through ctrl + z or cmd + z/ctrl + y or cmd + y

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5h 48m 59s logged

more QoL features and guidance!!

  • date traversal

you can now move between puzzles from previous dates.

  • added undo feature

you can now undo your last move, but only one undo at a time.

  • added extra guidance through dialogue

if you are a new user, it shows you where the editor and tutorial are (for clarity)

  • added confirm submission

you now have to confirm the submission of your solution, so you don’t accidently submit a bad solution.

  • added solution history

if you solved the puzzle, and decided to reset, you can now always go back to the best solution you previously had.

  • editor QoL

you now have to confirm your upload. also gives you the option to change the name/author directly in the modal.

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Ship

I made a web-based daily puzzle game inspired by enclose.horse, centered around reuniting two bunny lovers, whose hearts are tethered together!

It was incredibly difficult creating my own tile rendering system, and I had to makeshift an auto-tile/rule-tile system for the editor, and to make creating levels easy. I also had to figure out how to animate the tiles, which is harder than it seems.

Creating the editor was the hardest part; without a game engines help, I had to create a lot manually.

I am definitely proud of what I made though, and now all I have to do is get more levels to put in!

Make sure to check out the editor and tutorial while you test :) they’re the best parts.

  • 6 devlogs
  • 33h
  • 19.13x multiplier
  • 636 Stardust
Try project → See source code →
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7h 6m 51s logged

full editor and user uploading!

  • upload levels directly to database; share w/ links

You can now upload your levels to the database and easily share them! Anyone can play user-made levels if they have the link. Keep in mind, though, there are rate limits to uploading and you can get your IP restricted for the day.

  • added author/level naming

User-made levels can now be renamed using the editor, instead of direct file changing in an exported file.

  • polished win modal

Stylized the histogram and made it easy to understand the statistics. Also added a share feature that copies text to your clipboard.

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2h 30m 20s logged

beta release!!

  • connected cloudflare’s R2 bucket for daily levels

I can now easily add daily levels by directly adding them to the database. You can only solve the daily level once per day, kept through a unique user ID stored in localStorage (which can be easily overridden, but I don’t really care.)

  • connected import/export type to bucket for easy drop-in

User-made levels can be export in a JSON format, and imported.

  • mobile compatibility

Added on-screen buttons for mobile users, since they don’t have a keyboard.

  • sickass domain

Purchased the bunniesin.love domain for $7! Totally worth it

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7h 57m 58s logged

bunny level editor!

  • created a full level editor.

You can now navigate to the level editor (top left button) and create a level! Control the board size, bunny locations, and every tile in the board. Export and import levels to save them. You can also see whether your puzzle is solvable or not, and how many moves it takes.

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3h 30m 48s logged

tutorial guide dude :3

  • interactive tutorial levels

There are now 3 total tutorial levels, with me guiding the user through all of them. Each level progressively gets harder, and teaches the user how to solve a puzzle.

  • optimized for phone

The board is now optimized for display on phones; controls are WIP.

  • overhauled entity handling

Entity infrastructure can now be easily extended for feature such as buttons or other items. However, the solver can’t use these features, so I’m holding off on implementing them.

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3h 34m 3s logged

improved UI; added level creator page and more tiles.

  • added an introduction modal for new players

Players that have never visited the website before are now shown an intro modal. This can direct them to play without guides, or play the tutorial.

  • level creator page

Full implementation WIP, but I created an editor version of the game so that the user can click to paint tiles. It was pretty annoying to figure out how to detect mouse events and cast them to a tile, and mutate the board state. Also really difficult to add a grid and hover effects.

  • moar tiles

More tiles, more fun :3. Added variations of grass and walls.

  • improved ui

Now displays the day and level name, inside a carrot. Probably the most creative and original idea I’ve ever had. I’m really the best web designer that has ever lived.

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8h 36m 19s logged

functional rule tile/tilemap system using canvas + game state machine

  • tilemap system

Created a full tilemap/tileset painting system from scratch. Uses HTML5 canvas to paint the tilemap, and a spritesheet for the textures. Pretty difficult to implement, but since I know how game engines work, I can infer on how to implement it in svelte, using state runes.

  • game state machine

The game now relies on a single instance of the state machine as a source of truth (class Game). Can be easily extended for future features.

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