Chime Sneak — free browser game

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Çıngırak

Çıngırakları uyandırmadan bayrağa adım at. Çıngıraklara yaklaştığında ses birikir; uzaklaş ya da Boşluk ile bekle, sessizleşsinler.

Tip-toe past hanging chimes — each step builds noise in nearby bells. Reach the flag without ringing any.

Controls

Arrow keys / WASD: step · Space: wait (calms all chimes) · R: restart level

How to play

Tips and detailed strategy

Chime Sneak is a noise-management path puzzle: starting at the top of the board you must reach the gold flag at the bottom without waking any of the hanging chimes (red bell cells). Each chime defines a sensitivity halo of every neighbour at Chebyshev distance 1 — the 3×3 block centred on it, shown as a faint shadow on the grid. Move into an adjacent cell with the arrow keys, WASD or by clicking; you cannot step onto a chime, but stepping next to one increases that chime's noise counter by 1. At the same time every chime whose halo you are NOT inside cools by 1 (floored at 0) — chimes you walk away from quiet down automatically. The number printed on each chime is its current noise; the moment a chime reaches its threshold (3 by default, 2 in later levels) it rings and the run ends — the chime you tripped flashes red. You have two strategies: skirt every halo entirely (safe but not always possible), or dip in for one or two steps and immediately step out so the chime has time to cool while you're moving past others. For a quick breather press Space (or the Wait button) — you stay put for a turn and every chime loses 1 noise; it isn't free (a turn is a turn) but it gives you a clean 'reset point' before a tight corridor. Reaching the flag completes the level, updates your best, and unlocks the next — later levels grow the board, add more chimes, and eventually drop the threshold to 2 so even a single extra step in the wrong halo is fatal. Your score is the number of levels you have cleared, saved locally. R (or the 'Restart level' button) restarts the current level; after a loss it sends you back to level 1. Tips: (1) Mark the 'pinch points' where two halos overlap — two moves through that square crank both chimes at once. (2) When you leave a halo, stay at least two full moves away so the noise drops back to 0 on its own. (3) If you must approach two chimes in sequence, enter the calmer one first so the louder one can cool meanwhile. (4) Don't be shy with Space; in the last narrow corridor two Spaces buy you safety cheaply.

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