Arcade

Game · Original Strategy Puzzle

PulsePath

Build the route. Launch the pulse. Trigger the chain.

Lay tiles to link the green Start Gate to the gold Portal, then launch.

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Game guide

How to play PulsePath

By SweepZone Team · Updated · 5 min read

PulsePath is a route-building puzzle made for SweepZone. Each level is a 5×5 board with a Start Gate on the left edge and a Portal on the right. Every board can be solved with the tiles in your hand, and on Level 1 a launch that misses places one piece of the route for you. You place path tiles from your hand to build a route, then launch a pulse of energy from the Start Gate. The pulse follows your tiles one cell at a time and collects every node it passes: sparks, coins, shards, mystery nodes, and combo crystals. Reach the Portal for a big bonus.

There's no timer, so planning matters more than reflexes. You can rearrange your route as many times as you like before you launch.

Controls

You play PulsePath by tapping or clicking.

  1. Tap a tile in your hand to select it.
  2. Place it by tapping an empty board cell.
  3. To rotate a placed tile, tap it to select it, then tap it again. Each tap turns it 90 degrees clockwise. A selected tile also shows small rotate and remove buttons, if you'd rather use those.
  4. Tap Launch Pulse when your route is ready. You need at least three tiles on the board.

Reset clears every tile you've placed so you can start the level over.

The board

  • The Start Gate fires the pulse to the right, into whatever tile you've placed beside it.
  • The Portal sits on the right edge. Reaching it scores 2,500 points plus a 1,000-point level bonus.
  • Blockers can't be built on, and the pulse stops if it runs into one.
  • Nodes sit on some cells and are collected when the pulse passes through them.
NodePoints
Spark100
Coin150
XP shard150
Bonus shard300
Mystery node250, plus a surprise extra
Combo crystalNo points, but raises the combo multiplier
Multiplier nodeNo points, but raises the combo multiplier by 0.5

Your combo multiplier starts at 1x and can reach 3x. It's applied to the whole level score once the pulse finishes, so a crystal anywhere on your route multiplies everything the route collects, including nodes the pulse reached before the crystal.

The tiles

TileWhat it does
StraightCarries the pulse straight through
CornerTurns the pulse 90 degrees
CrossConnects all four sides
SplitterConnects three sides and can split the pulse into a second branch
BoosterA straight piece that adds 500 points when the pulse passes through
MagnetA straight piece that also collects the nodes on the cells beside it
WildConnects all four sides

Your hand grows as the levels go on. Level 1 gives you four straights, four corners, and a booster. A magnet joins at level 2, a splitter at level 4, a cross at level 6, and a wild tile at level 8. A pulse can split into at most three branches at once.

How the pulse travels

The pulse moves from tile to tile through connected sides. It stops when it:

  • reaches the Portal
  • runs into a blocker or off the edge of the board
  • enters a tile from a side that tile doesn't connect (a dead end)
  • starts looping back through cells it already visited

Before you launch, the path strength label (weak, good, strong, or mega) gives you a quick read on how much your current route is likely to score. "Mega" means a route scores at least 5,000 or reaches the Portal.

Scoring and grades

A level's score is the points from every node collected, plus 25 points for each cell the pulse travels through. There's also a long-path bonus: 500 for 10 cells, 1,000 for 20, and 2,000 for 30 or more. Reaching the Portal adds 1,000 on top of its 2,500. The total is then multiplied by your combo multiplier.

GradeLevel scoreLevel reward
S8,000+400 XP, 200 coins
A5,000+200 XP, 100 coins
B3,000+100 XP, 50 coins
C1,500+50 XP, 20 coins
DBelow 1,50020 XP, 5 coins

Reaching the Portal adds another 100 XP and 50 coins to that level's reward, and finishing all 10 levels adds 500 XP and 250 coins. Your level rewards are added to your profile when the run ends.

Your run score grows with a level multiplier: 1.1x at level 2, rising steadily to 1.5x at level 5, 2x at level 7, and 3x at level 10. Pushing one level further is often worth more than replaying an old one.

Modes

  • Start Run: 10 levels with a growing multiplier.
  • Daily Challenge: one board, the same for everyone today, at an easier level early in the week. Reach the Portal to mark it done for today; you can replay it for practice.
  • Free Play: keep going for up to 99 levels, with no pressure.

Tips

  • Plan backward from the Portal. Find the cell next to the Portal first, then work back toward the Start Gate. It's easier than building forward and getting stuck.
  • Route through every crystal you can. Because the multiplier applies to the whole level, a short detour through a combo crystal pays off wherever it sits on the board.
  • Use the magnet beside clusters. A magnet collects the nodes next to its cell, so lay it along a row of nodes you can't route through directly.
  • Don't waste the splitter. A second branch can sweep up a cluster the main path misses, as long as neither branch runs into a dead end.
  • Check your rotations. Most failed launches come down to one corner facing the wrong way. The path strength label changing to "weak" is a good warning.
  • Replay near-misses. If the pulse stops a cell or two short of the Portal, the game offers a free replay of the same board.

FAQ

Why won't the Launch button work?

You need at least three tiles on the board before you can launch.

What happens if I don't reach the Portal?

You still score everything the pulse collected, and you can replay the level to try again.

Is there a time limit?

No. Take as long as you need to plan each route.

Where are my records?

Your best run score and the highest level you've reached are saved in this browser.