Jedizer
Jedizer

Logic puzzle

Chinchilla Trails

Turn the tiles until the trail runs unbroken to the chinchilla's door.

100 Stages5 Worlds7 Languages

Chinchilla Trails
Chinchilla Trails cover art: a fluffy grey chinchilla beside a mint-green tile path winding over hills to a cottage under a lavender dusk sky.

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The game01

One unbroken route home

A chinchilla is out past dusk with a broken trail between it and its cottage. Every tile turns, most of them are wrong, and the stage is done when the path runs end to end with the snacks on it. Boards start at around 14 tiles and grow to around 34, so the shape of the problem keeps changing across the campaign.

The turn count is the interesting part. Anyone can get the chinchilla home, but the top star only comes from solving in the perfect number of turns, and that gap is what makes people redo a stage they already cleared. Palettes unlock as the campaign goes on, and clearing stage 100 gets its own celebration.

What is in it

  • 100 stages across 5 colorful worlds
  • Boards grow from about 14 tiles to about 34
  • Perfect turns is the star target, and it is worth going back for
  • Snacks sit on tiles you have to route through
  • Animated tutorial, generated music, palettes that unlock as you go
  • 7 languages, including Arabic laid out right to left

How to play

Tap or click a tile to turn it. Keep turning until the trail is one continuous line from the chinchilla to the house with the snacks on it, then press Enter to send it home. R resets the board if you want to start the stage clean. A player can sit with a board as long as they like.

At a glance

Genre
Route-building logic puzzle
Content
100 stages across 5 worlds, boards of about 14 to 34 tiles
Devices
Desktop, mobile and tablet from one build
Orientation
Landscape
Controls
Tap or click a tile to turn it. R resets, Enter travels.
Languages
English, Portuguese, Spanish, German, Italian, French, Arabic
Session
A stage is quick, and the perfect turn target pulls players back into cleared ones
Progress saving
Stage progress and unlocked palettes are kept between visits
0
Stages
0
Worlds
0
Languages
Live
GamePix, GameMonetize, itch.io
Chinchilla Trails is live on GamePix, GameMonetize, itch.ioITCH.IOGAMEPIXGAMEMONETIZEYOUR PLATFORM →

Under the hood03

Why it will not break on your traffic.

01

It starts fast

Everything on screen is drawn in code, so there are no sprite sheets or image files to fetch before the first stage appears. A player arriving from a link is playing almost immediately.

02

Nothing loads from anywhere else

The game carries everything it needs inside the build, fonts included, and never asks another website for anything while it runs. It keeps working on locked down networks and in regions where outside servers are slow.

03

Every board is checked before release

The build tests all 100 boards to confirm each one forms a single unbroken route with no dead ends, and that none of them opens already solved. Every stage you hand a player is solvable and worth solving.

FIG. 01 · The Hamiltonian proof, one trail through every tile on the board
A stage as a Hamiltonian trailA five-by-five grid of twenty-five tiles. One unbroken trail enters at the chinchilla tile in the bottom-left corner, passes through every other tile exactly once, and ends at the house tile in the top-right corner. The chinchilla and the house are the only two endpoints.ONE STAGE · 25 TILESHOMESTARTDEGREE RULE1 EDGE · THE 2 ENDS2 EDGES · THE OTHER 23EVERY TILE USED EXACTLY ONCE · NO BRANCHES · NEVER STARTS SOLVED
  1. A stage is a single board of twenty-five pipe tiles laid out five by five, and Chinchilla Trails ships one hundred of them.
  2. Every stage is built as a Hamiltonian trail: one continuous path that passes through each of the twenty-five tiles exactly once, with no branch and no dead end anywhere along it.
  3. That path has exactly two ends, and they are the only two, the chinchilla is where it starts and the house is where it finishes.
  4. The degree rule falls out of this: the chinchilla tile and the house tile each carry exactly one edge, and each of the twenty-three tiles between them carries exactly two.
  5. Automated tests check all one hundred stages against those rules, so a stage with a branch, a dead end, a skipped tile or a third endpoint cannot ship.
  6. The same tests validate the tile rotations a stage opens with, so no stage is ever presented to the player already solved.
The storefronts Jedizer games are live on, with one port still openITCH.IOGAMEPIXGAMEMONETIZEYOUR PLATFORM →

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