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 step at a time, up, down, left or right, 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.
Rocks are cells that nothing can grow onto and that do not count toward any colony. Some gardens use them to make shaped beds. If you know Fillomino, Slime Grove is a gentler cousin in which every region has exactly one clue.
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 worked out 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. If your board can no longer be finished, a hint first rewinds to your last good position, as one Undo step.
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. Duplicates, including rotated and mirrored copies, are rejected.
The journey has 300 levels. The first 165 follow a gentle difficulty curve with regular easier levels in between. After that, the challenge comes from structure: boards grow from 6×6 to 7×7 and 8×8, colonies get bigger, and rock gardens and shaped beds appear on a fixed schedule. From level 251, board sizes are mixed, so a short breather can follow a large board.
The Daily Grove draws from a separate bank of 5×5 to 7×7 puzzles, scheduled so Monday is the easiest day and Sunday the hardest. Difficulty scores are estimates of logical work, not measured solve times, and they will be revised as real players try the game.
Slime Grove 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, a drag can be undone in one step, and the game is available in eight languages.
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