ONE MILLION
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.

Open the four company rooms in a new tab ↗

AUTHOR / FIVE BY FIVE INSIDE

Make a room.

25 editable squares
7 rows × 7 columns. The outside wall is fixed.
1234567
1
2
3
4
5
6
7

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.

  1. Make one player, one to three crates, and the same number of targets. Border walls stay fixed; the five-by-five interior is yours.
  2. 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.
  3. Every crate must reach any target. A crate on a target still occupies its square; it can be pushed away again.
  4. 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.