Task Settings
Each task (level) in the game has a set of parameters that define the logic of its passage, auto-transitions, hints release, and bonus calculation.
Main Level Parameters
Codes (Answers)
To pass a level, players must submit one or more correct codes.
- Case Sensitivity: By default, code comparison is case-insensitive.
- Synonyms: You can specify multiple correct variations (synonyms) for a single code, separating them by commas or writing them on separate lines.
- Code Types: Codes can be main (required to pass the level) or bonus (rewarding the team with bonus seconds or points).
Hints
You can set up any number of hints for each level.
- Timer: Hints are released automatically after a specified time (in seconds or minutes) after the team enters the level.
- Penalty Hints: Hints can be set as penalty-based — in this case, players can open them prematurely but will receive a time or point penalty.
Regular and Global (Spanning) Bonuses
- Regular Bonuses: Linked to a specific level.
- Global (Spanning) Bonuses: Available across multiple levels (e.g. from level 5 to 10). If a team enters the correct answer on level 5, they cannot submit it again on level 6. Spanning bonuses for the entire game can be set from levels 1 to 999.
Attempt Limits
To protect against brute-force (guessing) answers, you can set attempt limits.
- Limits can be set globally for the level (e.g., maximum 50 attempts per minute for the whole team) or individually per player.
- If the limit is exceeded, the input field is blocked for the team for a configured cooldown period.
Offline Answer Checking
When playing in zones with poor mobile internet, enabling offline checking allows players to see the status of their submissions without waiting for a server response.
How it works:
- Upon entering the level, hash codes of the answers are downloaded to the player's browser.
- If there is no internet, submitted answers are placed in a local queue.
- Pending answers are instantly color-coded: green (correct), red (incorrect), and white (unknown/sending).
- As soon as the connection is restored, the queue is automatically sent to the server.
<note warning> Warning (Security): Because offline hashes are stored on the client side, technically advanced players could run local brute-force scripts to guess the code, especially if it is short or follows a known pattern (e.g. word + digits). </note>
Protecting against brute-force in offline mode:
To protect against code guessing, add a penalty bonus with decoy codes (trap codes).
- For example, if the correct code is:
baguette432. - Add a hidden bonus with the code:
baguette178(and a penalty for solving it). - To hide the bonus, write the special marker
%hide%in its description. Teams won't know the trap exists, but automated brute-force scripts will hit it and receive a penalty.
Offline checking is disabled by default. It is recommended to enable it only on levels where poor network coverage is expected.