Tumble Box
Tumble Box
Some puzzles ask where you want to step. This one asks where the floor will be. The ball inside the box never walks: it rolls, always all the way, always until something stops it. What you turn is the box, a quarter at a time, and the old wall becomes the new floor.
That single rule changes how the whole board reads. A crystal across the room is not far — it is one well-aimed turn away. A crystal in a dead end is a promise to come back with gravity pointing somewhere else. And because the ball cannot stop halfway, every mistake costs a full trip to the other side.
The exit only opens when every crystal is collected, so the board is never just "reach the door". Spikes work the same way: you cannot stop in front of them, you can only avoid sending the ball their way at all.
Twelve levels, each verified by a solver — no impossible boards, and the minimum number of turns is known in advance. It is shown on the result screen, which gives you an honest reason to replay a level you already beat.