Mirrors
Two angles, / and \. Each turns the beam ninety degrees. The whole game lives in where you place them.
A beam waits at the edge of the grid. Place a mirror, bend its path, pass it through a filter — and watch it travel to the target. Three minutes of light a day.
Two angles, / and \. Each turns the beam ninety degrees. The whole game lives in where you place them.
A coloured tile tints the light passing through. Some targets ask for a colour — route the beam to match.
One beam in, two beams out. Prisms split the light so a single source can reach two targets at once.
One mirror. Bend the beam down into the target.
Route through the amber filter — the target wants colour.
A prism splits one beam in two. Light every target.
Come back each day and your streak grows into a luminous column — a record of presence rendered as light. Perfect days glow brightest. Skip a day and there's a quiet gap. The Beacon is yours to build.
Sibling to Lattern's Lattice and Hueful's Spectrum — the same warm-light family, the next chapter.
Then it goes. Be the first to route the light.