Unihfy Games

Wickrush

Wickrush

ArcadePuzzleTimingOne TouchLevelsSingle Player

Games > Wickrush

Play Wickrush • Free

A flame races down a burning fuse that branches through a maze of rope strung up on a dark indigo night. Tap a junction to switch which branch the flame takes next, and work out a route that lights every lantern on the board before the fuse burns out. Wet rope eats more of your fuse, spark pads burn through in a rush, dud branches waste fuse on a dead end, and on the later boards some junctions flip themselves on a ticking timer whether you're ready or not. Clear a board and the fireworks go up over every lantern you lit, bigger still if you did it without ever hitting a dud.

Genre: Arcade Puzzle

Difficulty: Gentle on the first wheel, then wet rope, spark pads, dud branches and finally self-flipping timer junctions join one at a time across 60 boards

About Wickrush

A budget, not a maze

Wickrush isn't about finding the only path through; most boards have more than one way to light every lantern. The fuse is a fixed budget, and every branch you burn, dead end included, spends part of it. The question each board asks is whether you can find a route that lights everything without running out, and whether you can find the route that leaves the most spare.

Because a burnt rope can't burn again, an early mistake can box the flame in later. Reading the board before you light it, and switching a junction a moment before the flame arrives rather than well in advance, both matter.

Four ways a board pushes back

Wet rope and spark pads change how fast the flame eats into your fuse without changing the route itself, so they reward noticing which branch is wet or padded before you commit to it.

Dud branches punish a wrong guess directly: fizzling out there burns fuse for nothing and costs time waiting for the flame to relight, so a dud is worth remembering once you've found it.

Ticking junctions take the decision partly out of your hands. They flip on their own on a fixed ring, so either beat the ring with a tap or plan your route around which way it'll be pointing when the flame gets there.

The Pinwheel Rack

All 60 boards live on three spinning firework pinwheels, ten boards to a wheel, that you page between with a swipe, the arrow buttons, or the Left/Right keys. A wheel whose ten boards are all cleared spins on its own and throws sparks.

The first time a board introduces wet rope, spark pads, dud branches or a ticking junction, a short card explains it with a small burning demo before the board opens, so nothing new shows up unannounced.

Sound and what the game keeps

All the sound is made in code: a crackling burn that follows the flame's pace, a click for every junction switch, a lighter tick when a timer flips itself, a warm bloom for each lantern, a fizzle and a relight for a dud, and a firework boom for the finale. The game follows the site's sound switch; there's no separate mute button in the game itself.

Your stars and which boards are open are saved on Unihfy Games in this browser, and your score is the total stars earned across every board.

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Unihfy Games

Wickrush is an original game created and published by Unihfy Games. We continue to improve it with new features, gameplay enhancements, and platform optimizations.

Designed and built in-house by Kaushik Hirpara at Unihfy Games. All code, art and sound are original.

Proprietary SoftwareAll game credits

How to Play

  • Each board is a stretch of rope strung between junctions, ending in a row of lanterns. Before you light it, tap any junction to flip which outgoing rope the flame will take when it gets there; the rope it's currently pointed at glows.
  • Tap anywhere else (or press Space/Enter) to light the fuse at the start. The flame crawls along the rope, burning as it goes, and a fuse bar at the top drains at a steady rate no matter how fast or slow the flame itself is moving.
  • Light every lantern on the board before the fuse bar runs out. You can still tap a junction while the flame is burning towards it, right up until it arrives, so a last-second switch is always on the table.
  • A rope that has already burnt can't be burnt again, so looping the flame back onto its own trail is a dead end, not a shortcut. Plan the order you send it round the junctions.
  • Wet rope (dark and dripping) burns slower, so it drains more fuse for the same distance. A spark pad (a small glowing disc partway along a rope) does the opposite: once the flame reaches it, it races the rest of that rope at a fraction of the fuse cost.
  • A dud branch ends in a frayed, fraying tip instead of a lantern or another junction. The flame fizzles out there, wasting the fuse it took to get there, then relights a moment later back at the junction it left, taking whatever rope that junction is still pointing at. If every rope out of that junction has already burnt, the run ends in a dead end.
  • From board 51 on, some junctions carry a ticking ring instead of sitting still: left alone, they flip themselves to their next unburnt rope when the ring runs out. Tap one to switch it early and restart its ring, or just time your run around when it's going to flip on its own.
  • Light the last lantern and the board ends in a fireworks finale. Lighting every lantern without ever hitting a dud earns a bigger, brighter finale and an "Unbroken chain!" line on the results card.
  • Stars are awarded by how much fuse you had left at the end: the best route for a board earns all three. Clearing a board opens the next one on the Pinwheel Rack.

Gameplay Preview

Features

60 hand-built boards across three firework pinwheels
A fuse budget that turns every detour into a real cost
Wet rope and spark pads that slow or speed the flame without changing the route
Dud branches that fizzle out and relight, wasting fuse on a wrong guess
Ticking junctions on later boards that flip themselves on a timer
A chain bonus and bigger fireworks finale for lighting every lantern without hitting a dud
Camera shake and a glowing flame trail along the burnt rope
Intro cards that explain each new mechanic the first time it appears
Three-star scoring by how much fuse is left when a board is cleared
Crackle, click, bloom and firework sounds all made in code
Saved stars and progress on every board
Plays with touch, mouse or keyboard, on phones and desktops, in either orientation

FAQs

What is the goal in Wickrush?

Tap the junctions to choose the flame's route, then light the fuse and get it to every lantern on the board before the fuse bar runs out.

Can I switch a junction after the flame is already burning?

Yes. You can tap a junction right up until the moment the flame arrives there, so a late change of plan is always possible, not just while the board is still unlit.

Why did my flame hit a dead end?

A rope that has already burnt can't burn again, so looping the flame back over its own trail leads nowhere. A junction with no unburnt rope left to take, including one left over from a dud, also ends the run as a dead end.

What does wet rope do?

Wet rope slows the flame down, so it costs more of your fuse to cross than plain rope of the same length. It's drawn darker and dripping so you can spot it before committing to that branch.

What does a spark pad do?

A spark pad is a small glowing disc on a rope. Once the flame reaches it, it races through the rest of that rope at a fraction of the fuse cost, so routing through a pad can save a board that looked too tight otherwise.

What happens when the flame hits a dud?

It fizzles out at the dud's frayed tip, wasting the fuse that trip cost. After a short pause it relights back at the junction the dud led from and takes whatever rope that junction is currently pointing at. If nothing's left unburnt there, the run ends.

How do ticking junctions work?

A junction with a ring round it flips itself to its next unburnt rope whenever the ring empties, whether you've tapped it or not. Tapping it switches it immediately and restarts its ring, so you can either beat the clock or plan around which way it'll be pointing.

How do I get three stars on a board?

Stars are based on how much fuse is left when the last lantern lights. The shortest working route earns all three; a longer but still efficient route earns two, and any win earns at least one.

What's the difference between a plain win and an unbroken chain?

Lighting every lantern is a win either way. Doing it without ever hitting a dud earns a bigger, richer fireworks finale and an "Unbroken chain!" line on the results card, on boards that have duds at all.

Is my progress saved?

Yes. Your best stars on every board and which boards are open are kept in this browser on Unihfy Games. Clearing your browser data removes them.

Can I play on my phone?

Yes. Tap works the same as a click on every junction and board, and Wickrush plays in either orientation, turning the board to fit the screen.

Who made Wickrush?

Wickrush was designed and built in-house at Unihfy Games by Kaushik Hirpara. Its code, art and sound are all original, and everything you see and hear is generated by the game itself.

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