# ShapeFall — LLM-friendly summary URL: https://tglgames.com/shapefall/ About: https://tglgames.com/shapefall/about/ Leaderboard: https://tglgames.com/shapefall/leaders/ Replay viewer: https://tglgames.com/shapefall/replay/ ## What it is ShapeFall is a free, no-install, no-signup, mobile-first browser puzzle game on tglgames.com. Colored shapes fall continuously into a 7-column × 12-row grid; the player slides and drops them. When 3 or more matching shapes (same color, or same type, depending on the mode) connect, they clear, gravity collapses the remaining pieces, and the cascade can chain. The run ends when the stack reaches the top of the grid. ## Modes (at v1) - Endless: survive + score; difficulty climbs over time (faster drops, more colors, special blocks) - Timed: 90-second sprint - Challenge: goal-based runs (e.g. clear N shapes of a target color) ## Core systems - Combo multiplier: ×1 → ×2 → ×3 → ×5+ for consecutive clears within a window - Chain reactions: cascading clears award bonus per chain depth - Hold queue + next preview (Tetris-style) - Power-ups: bomb (area clear), line clear, color clear - Wild shapes that match any color/type - Locked shapes that require adjacent clears to unlock - Panic meter: drop speed climbs and the stage shakes when the stack nears the top ## Controls - Mobile: swipe left/right to move, swipe down to fast-drop, tap to hard-drop, long-press to hold - Keyboard: ←/→ move, ↓ drop, Space hold, P pause - Optional on-screen d-pad ## Anti-cheat Every run is replay-validated server-side using a deterministic Mulberry32 PRNG that matches the JS implementation. The server re-spawns shapes from the seed, replays the move log, and recomputes the score itself. Runs that fail validation don't post. ## Data model - Per-run row in `shapefall_runs` (1:1 with `runs.id`) - Columns: mode, challenge_id, shapes_cleared, longest_combo, longest_chain, max_multiplier, powerups_used, wilds_collected, panic_triggered, survival_ms, death_reason, input_key/pointer/dpad, move_log ## Status v1 scaffold — gameplay logic and final art are post-stamp work. The server validator stub currently accepts any submission; this is unsafe in production and is replaced before public release.