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Pixel Links

Cross a line and both pop

Pixel Links has one rule: connect every pair of dots without crossing. What happens when you try to cross anyway took three rounds of playtesting to get right. The answer: both lines pop.

Pop, not block

A crossing could simply be blocked, leaving your finger pushing against a wall you cannot see. In Pixel Links, if your line touches another pair's line or dot, both lines pop — yours and theirs — and the drag ends. Touch a crate and only your own line pops.

It sounds harsh. In play it is the opposite: the board answers you clearly, there is nothing half-drawn left behind, and one Undo (you get three per try) brings back every line that gesture popped.

Only where your finger is

A line can only pop on a square your finger is on, never on a guess. If a fast move skips squares, the game fills them in without popping anything: it steps around another line, dot or crate where it can, and where it can't, it holds your line where it is — you never touched anything, so nothing pops. Drag your line onto another line and both pop; flick past one fast enough and your line steps around it or waits. Pressing near a dot rather than right on it still picks it up.

Level 20 · Beginner Circuits, mid-solve
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Level 20 · Beginner Circuits, mid-solve

Only finished lines stay

Let go before you reach the matching dot and the line disappears. The board only ever shows connections you completed, so a glance tells you exactly where you stand.

Why no diagonals, and no curves

Lines move in four directions only. Diagonal lines can cross in mid-air without sharing a single square, and then nobody can tell whether two lines really crossed. So the game stays four-way, and no puzzle puts a pair's two dots diagonally next to each other, where a diagonal drag would tempt you.

Smooth curved lines were tried and dropped: on a visible grid they read worse than the right-angle pipes you see now.

One rule, and every other rule exists to make that one feel fair.