RustHeir
Chess where the board crumbles under your feet. You move like the last piece you ate - and every square you cross is one crossing closer to gone.
ROM
RustHeir.rar
(11.82 MB)
Triple pack of the ZX Spectrum , Commodore 64 and a bonus PC Version of the game!
2.10 EUR
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About This Game
Chess where the board crumbles under your feet
Every square you step on wears out. On the third crossing it is gone — and the tile falls when you leave it, so you can always stand on spent ground. You just cannot come back to it.
And you never keep your own moves. You move like the last piece you ate. Eat a knight and you jump; eat a rook and you slide — and a rook slide melts every square it crosses, not just the one you land on.
Those two rules meet in one sentence: the shape you carry decides how much you destroy. So the puzzle is never "find the path". It is:
find the order of meals that does not destroy your way back.
69 hand-checked puzzles
Every level is verified by a solver before it ships: it is solvable, its par is the true minimum, and it punishes at depth rather than on the first move. A generator built them backwards from an intended solution; a filter threw away everything that forgave you.
Four mechanics arrive one at a time, each with a level that teaches it:
- the anvil — decay becomes reversible, once, in one place
- granite — ground with topography, not uniform rot
- the clock (level 25) — tiles marked with an hourglass rot on their own, one point every three moves, whether you touch them or not
- the road (level 65) — the sign flips: the board starts half gone and every tile you leave alive becomes permanent. You build instead of burn.
Also on Commodore 64 and ZX Spectrum
Not ports in name only: the same rule engine, the same 69 levels, the same pieces. One C file compiled for the 6502 and the Z80, and a test that replays every level move-for-move against the original to prove they never drifted.
- C64 — .d64 and .prg, SID music on a raster interrupt, 3×3-character tiles, joystick or keys.
- ZX Spectrum — one .tap for both machines: on a 128K the AY plays the same nine tunes, on a 48K you get beeper effects. The tile grid lands exactly on the character grid, so there is no attribute clash anywhere.
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