Game
In developmentGenus
Puzzles you solve by reasoning, not by memorising — where the surface itself is the problem.
Overview
A puzzle game built on a C++ topology core, wrapped in Godot. Levels are cell complexes: you work on a surface, and the genus of that surface is the thing the puzzle is really about. Eulerian path mechanics, a built-in level editor, and a meta-puzzle assembled from the levels you solve.
What it does
- Real topology underneath
- Levels are cell complexes rendered as surfaces, driven by the genus-engine C++ core rather than a bespoke puzzle script.
- Eulerian path mechanics
- Traversal puzzles where the constraint is graph-theoretic — which means the solutions generalise instead of being memorised.
- A meta-puzzle over the levels
- The surface itself is a requirement for the meta-puzzle: individual levels are pieces of a larger structure.
- Built-in level editor
- Levels are authored in-engine with graph validation, so a malformed cell complex is caught at edit time.
Built with
- Godot 4.7
- GDScript
- C++ core
- genus-engine
Worth knowing
Designed for desktop and mobile
A 1920×1280 viewport with a mobile-adapted UI and a shared custom theme, so the same levels read correctly on a phone and a monitor.
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