DOLLAR COMPANY.All the works ↗
WORK 94 / A ROOM OF YOUR OWN
Leave yourself
a way round.
Put down walls, crates and targets. Try the room from the start, then pass its starting position to someone else.
AUTHOR / FIVE BY FIVE INSIDE
Make a room.
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P = player · C = crate · C✓ = crate on target · ○ = target · # = wall. Targets remain floor.
AUTHOR / TEST / PASS
Choose what
the room needs.
Floor or Wall replaces a square. Target toggles underneath an occupant. Crate toggles on floor or target; Player moves the single player. A crate and player cannot share a square. Tools open an interior wall when needed.
Up to 50 whole-room Undo/Redo changes. A real authoring change ends its trial and retires its link.
Starting-room checks
1 player · 1 crates · 1 targets
The counts are ready for a trial or link. This is a structural check, not a promise that the room can be solved.
Getting the workshop ready…
ONE CRATE AT A TIME
Leave a way
to get behind it.
- Make one player, one to three crates, and the same number of targets. Border walls stay fixed; the five-by-five interior is yours.
- In a trial, walk onto empty floor or a target. Push a single crate only when there is an empty floor square beyond it. There is no pulling.
- Every crate must reach any target. A crate on a target still occupies its square; it can be pushed away again.
- Valid counts do not prove a solution. A blocked passage or a crate in a corner can make a room impossible. Trial Undo or Reset lets you reconsider a push.
This workshop lasts for the visit. It does not store your room automatically; prepare a starting link if you want to return. The four company rooms keep their own separate visits.