Pulse Path – a browser puzzle where placement is the only decision

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Pulse Path

Pulse Path

Two rounds. Same six links. Build the strongest paths you can.

Your goal

You get two rounds, and the same six links in both. What changes is where you put them.<br>Send as much Pulse DMG as you can to the TARGET. Nothing upgrades and no link ever gets<br>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<br>divide into two lanes and recombine, or loop back through the same spaces more than once. The path<br>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 ,<br>helpful links included, so a link has to be worth more than it costs. And every path has a Max<br>Pulse DMG — anything above it is thrown away.

a path, node by node. Tap any node

START 10 Pulse DMG

spaces you fill: your six links, one per space

Overhead you have 2

Twin one of your six

Amplifier one of your six

Conduit one of your six

↙↘<br>Split the path divides

lane 1

Bridge one of your six

lane 2

Empty space free

↘↙<br>Join lanes recombine

Loop purple spaces

TARGET your score

these two apply to every path, everywhere

Link Drain every filled space

Max Pulse DMG each path has its own

◆Tap a nodestart here

Every node on the left is one piece of a path: a link you place, a rule the pulse<br>obeys, or the two ends of the path itself.

The map has the same shape as the paths you are about to build.

Walk me through it

⚡STARTpath

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.

◎ TARGET

◎TARGETpath

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.

▽ Link Drain⌈ Max Pulse DMG

▽Link Drainrule

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.

□ Empty space✦ Conduit⌈ Max Pulse DMG

⌈Max Pulse DMGrule

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<br>a space resolves in order: link effect → cut at max → Link Drain

two Amplifiers on a path with Max Pulse DMG 18

Amplifier Pulse DMG +100%<br>10 → 16.74 max 18 over max

Amplifier Pulse DMG +100%<br>16.74 → 16.74 max 18 over max

first Amplifier applies +100%: 10 → 20

20 is over the max, so it is cut to 18

the Link Drain then takes −7%: 18 × 0.93 → 16.74

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.

▽ Link Drain⊓ Overhead▲ Amplifier

□Empty spacerule

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.

▽ Link Drain↙↘ Split

↙↘Splitrule

The pulse divides into two lanes. What each lane receives depends on whether you use both.

both lanes used: 50% → −15% → 42.5% each<br>one lane left empty: the other takes 100% , no loss

Y Bridge↘↙ Join□ Empty space

↘↙Joinrule

The two lane results are added together, then boosted by how close they are to each other.

50 + 50: +16%<br>75 + 25: +8%<br>only one lane used: +0%

A balanced split can beat a strong lane and a dead one.

↙↘ Split

⟳Looprule

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.

▽ Link Drain

⊓Overheadlink

Raises the Max Pulse DMG of everything below it, but takes a bite out of the pulse itself.

Max Pulse DMG +60%<br>Pulse DMG −25%

Its own cost lands on the pulse immediately. The raised max only pays off further down.

⌈ Max Pulse DMG≈ Twin

≈Twinlink

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%<br>otherwise no effect

It cannot reach across a split or a join, and it cannot boost another Twin.

⊓ Overhead

YBridgelink

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.

↙↘ Split

▲Amplifierlink

Increases the pulse as it passes through.

Pulse DMG +100%

Watch the...

pulse link path space drain empty

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