Rules decide, not a stored answer
Any legal move is allowed, and completion is checked against the rules rather than a saved solution, so a valid alternative fill still counts.
Game / 01 / Notes
The rules, the solver behind the hints, and how the puzzles are made.
The board is a grid. Every colony starts from one numbered slime, and that number is the colony's final size, counting the starting cell.
Colonies grow one orthogonal step at a time into empty cells and must stay connected. Every open cell must end up filled, and two colonies of the same size cannot share an edge (corners are fine). Colonies of different sizes may touch.
Later levels add immovable rocks that nothing can grow onto and that do not count toward any colony.
Any legal move is allowed, and completion is checked against the rules rather than a saved solution, so a valid alternative fill still counts.
Hints are derived from the clues and the current board alone and never peek at the answer, so each one is a real deduction you can learn from.
Every shipped puzzle is checked by an exact solver to have exactly one solution, and must be fully solvable using only the game's own hints.
Puzzles are produced offline by a Python generator, then re-verified by the game's own TypeScript solver before they can ship. A curation step shapes the order of the journey so difficulty rises gently with regular easier levels in between, rather than simply sorting by score.
The current build has a 115-puzzle journey and a rotating Daily puzzle. Difficulty scores are estimates of logical workload, not measured solve times, and they will be revised as real players try the game.
Slime Garden is written in TypeScript with React and Vite, draws its board in SVG, and is packaged for Android and iOS with Capacitor. Play works with mouse, touch or keyboard, and a drag can be undone in one step.
Play the latest build