Darkwaar29 - Terrace

Fixed camera. Raise the bridge. Reach the terrace.

grid elevation isometric 3d a minute

Play

Posted Oct 12, 2026 by Mathieu Ledru

Darkwaar is an experiment in creating and publishing small playable ideas regularly.

Today's puzzle

Today's Darkwaar is Terrace.

A compact 5×5 low-poly diorama sits in a fixed isometric view. Heights are discrete (0–2). You may step onto a neighboring tile when the height difference is at most one. A cliff blocks the only path until you raise the bridge from the blue switch.

How to play

The whole board stays on screen. There is no camera scrolling.

  • Tap a highlighted neighbor to step (or use arrows / WASD)
  • Tap the blue switch when you stand on it or beside it to raise the orange bridge
  • Stairs (height difference of one) are legal; cliffs (difference greater than one) are refused
  • Reach the orange ring on the high terrace
  • R restarts

Screenshots

The low terrace and the marked high goal

Height-tinted tiles on the climb

The token beside the goal ring

Architecture note

Terrace is mobile-first: 5×5 footprint, elevation capped at 2, fixed orthographic framing from the worst-case board AABB (BoardFramer), and simple camera-ray occlusion checks on walkable cells (BoardVisibility). Logical cells stay Vector2i. Elevation lives on TerrainBoard. Meshes and the camera stay in the Godot scene tree.

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Darkwaar30 - Anglecut
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