Two rounds. Same six links. Build the strongest paths you can.
You get two rounds, and the same six links in both. What changes is where you put them. Send as much Pulse DMG as you can to the TARGET. Nothing upgrades and no link ever gets stronger, so where you place your six links is the only thing that moves your score.
You build a path one link at a time by tapping a space. Some paths run straight down. Others divide into two lanes and recombine, or loop back through the same spaces more than once. The path decides its own shape — you decide what goes where, and you can leave a space empty.
Two rules apply everywhere. Every space you put a link in drains a little Pulse DMG, helpful links included, so a link has to be worth more than it costs. And every path has a Max Pulse DMG — anything above it is thrown away.
Every node on the left is one piece of a path: a link you place, a rule the pulse obeys, or the two ends of the path itself.
The map has the same shape as the paths you are about to build.
Every path begins here with the same pulse, and it flows downward through the spaces.
Pulse DMG starts at 10 on every path
Your starting pulse never rises and your links never upgrade. Placement is the only thing you control.
Whatever Pulse DMG arrives here is your score. More is better.
score = Pulse DMG arriving at the TARGET
Every space shows the pulse before → after, so you can see exactly where it was lost.
Every space with a link in it drains a little of the pulse, helpful links included.
Pulse DMG −7% for each link you place
An empty space drains nothing, so a link has to be worth more than it costs. The drain is always the last thing a space does — it is taken after the Max Pulse DMG cut, so it applies even to a pulse that was already cut.
Every path has a Max Pulse DMG. Pulse DMG above it is thrown away, and the space is marked over max.
each path prints its own Max Pulse DMG in its header
a space resolves in order: link effect → cut at max → Link Drain
The max is not what the space shows. The cut happens first and the Link Drain takes its −7% afterwards, so a maxed-out space reads 16.74, never 18. The second Amplifier reached for 33.48, was cut back to the same 18, and still paid the same −7% — it bought nothing and the pulse did not move.
You may leave a space empty. Some paths have more spaces than you have links.
free, no drain, no effect
Leaving a whole lane empty changes how the split behaves.
The pulse divides into two lanes. What each lane receives depends on whether you use both.
both lanes used: 50% → −15% → 42.5% each
one lane left empty: the other takes 100%, no loss
The two lane results are added together, then boosted by how close they are to each other.
50 + 50: +16%
75 + 25: +8%
only one lane used: +0%
A balanced split can beat a strong lane and a dead one.
The pulse crosses purple-marked spaces several times before it moves on. Whatever sits in them applies on every pass.
each path prints how many spaces loop and how many passes
The per-link drain is paid on every pass too.
Raises the Max Pulse DMG of everything below it, but takes a bite out of the pulse itself.
Max Pulse DMG +60%
Pulse DMG −25%
Its own cost lands on the pulse immediately. The raised max only pays off further down.
Boosts the link directly above it and the link directly below it, if those two are the same kind.
two Overheads above and below: effect +50%
otherwise no effect
It cannot reach across a split or a join, and it cannot boost another Twin.
Cancels the extra loss that happens where a path divides into two lanes.
removes the −15% split loss
It does nothing at all on a path that never splits.
Increases the pulse as it passes through.
Pulse DMG +100%
Watch the max. Pulse DMG above it is thrown away.
From here down, the Link Drain no longer applies, but placing it costs pulse once.
ignores the Link Drain from here
Pulse DMG −15%
Worth most high up a long path.
Each space on a path shows Pulse DMG before → after, so you can always see where it went.
1. What is your main goal?
2. How do you think you will raise your score?
Place all six links, add one short reason, then submit. You will see results at the end.
Build the practice paths while the timer runs.
Round 2 opens when time is up and every practice build is submitted.
Your links are back where you left them in Round 1. Move anything you want, or submit them as they are.
Use the same six links.
Submitted builds cannot be changed.
Any ideas? Anything confusing, anything you would change, anything you noticed. Optional — it goes with your run.
When you finish, hit Submit run data. That is the whole point of this page. There is a box next to it for anything you want to tell me.