Description
Block Sort: Pirate Treasure | 5000 Levels HTML5 Puzzle Game
Block Sort: Pirate Treasure | 5000 Levels HTML5 Puzzle Game. Coloured cargo blocks are stacked in glass bottles on the deck of a pirate ship. Tap a bottle to lift the blocks off the top of it, tap another to set them down. Fill a bottle with a single colour and it ships out. Clear the rack before the clock runs out.
A run only moves if the whole run fits, so the puzzle is deciding where things go while there is still room to change your mind. From level 3 the ship starts loading frozen cargo: those blocks cannot be lifted, and they only thaw under the weight of what you stack on top of them.
Every one of the 5,000 boards was solved by the game’s own rules engine before it shipped, so no level can be a dead end. Between levels there is a deck to come back to: a treasure chest that fills over time, a beach to dig for buried loot, jigsaws of the captain getting himself into trouble, a loot shelf of 53 cards and daily cargo orders to work through.
Game Features:
- 5,000 levels, arranged in 50 chapters of 100, each chapter with its own board shapes and its own amount of ice
- Machine-verified boards, every level solved before it shipped, with the winning line stored alongside it
- Frozen cargo, blocks that cannot be lifted and thaw one layer at a time under what you stack on them
- A clock that reads the board, seconds are worked out from the length of the level’s own solution and from how much ice is on it, not from a flat number
- Three boosters, Rewind, Spare Bottle and Spyglass, each priced against what it does and each refusing visibly when it cannot help
- Treasure chest, three timed stages of 5, 15 and 60 minutes, paying more the longer it is left alone
- Dig site, a 5×5 beach with six pieces of buried loot and shovels earned by clearing levels
- Jigsaws, ten 3×3 puzzles of the captain, on a three hour cooldown
- Loot shelf, 53 collectable cards in six sets, dealt after wins, each finished set paying out
- Daily cargo orders, four tasks a day rolled from the counters the board actually keeps, with targets that scale as the player climbs
- Delivery run, a timed task on the deck asking for a number of one cargo symbol, with a planner that only asks for something the coming levels really contain
- One currency, gold. No second currency, no ad SDK, no in-app purchase code, no accounts
- Full mobile support, touch and mouse from one build, with portrait and landscape artwork drawn separately rather than cropped from each other


