Cheery Chimp

Lode Math

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Lode Math

This is a Cheery Chimp original.

Objective

Save as many gems as possible before the level ends. The level ends when every gem has either escaped or been destroyed.

How To Play Lode Math

How to Clear Blocks

Each level has a target number displayed in the HUD at the top. Your job is to select adjacent blocks in the grid that hit that target.

Levels 1–4 use addition — select blocks that add up to the target.

Levels 5–8 use multiplication — select blocks that multiply to the target.

Some levels use subtraction — the first block you tap is the starting value; each block after it is subtracted in order.

To select blocks:

  • Tap a block to start a selection

  • Tap or drag to adjacent blocks (up, down, left, right)

  • The running total updates as you go

  • Tap the last block again to submit

If your selection hits the target exactly, the blocks clear and the grid collapses downward — holes open up and gems fall through. If you're wrong, the selection resets and you try again.

The small number in the corner of each selected block shows the order you tapped them — important for subtraction.

The Crusher

A red bar descends from the top of the screen on a timer. If it reaches the block zone, any gems still touching it are destroyed. Clear blocks quickly to let gems escape before the Crusher arrives.

gems that fall through holes and exit the bottom of the screen are saved. gems that are caught by the Crusher are lost.

Bombs

Clear 3 or more blocks at once and you earn a Bomb. Bombs are heavy black gems with a pulsing red glow — they sink down through lighter gems.

Tap a Bomb to detonate it. The explosion clears a 3×3 area of blocks instantly and sends nearby gems flying. Use them to clear steel obstacles or punch open a wide hole in one shot.

Bombs don't count toward your save total and won't delay the level from ending.

Steel Blocks

Some levels include steel blocks — dark tiles with rivets. They cannot be selected or cleared. Numbers fall around them, and gems bounce off them. Use Bombs if you need to remove one.

Setup

The screen is split into two zones. The top zone is where gems enter and bounce around. The bottom zone is a grid of numbered blocks — this is where you play. A red Crusher bar descends from the top at a fixed pace. Your job is to clear holes in the block grid before it arrives, so the gems can fall through and escape out the bottom.

Strategy

  • Think ahead. The Crusher is slow at first but every level is timed — don't stall on a difficult selection. Taking a suboptimal clear is better than waiting.

  • Aim for 3+ block clears. Clearing three or more blocks at once earns a Bomb and opens a wider hole for gems to fall through.

  • Subtraction order matters. The first block you tap is always the value you subtract from. Tap a large number first, then the smaller ones.

  • Bombs are surgical. Save them for steel blocks or moments when gems are clustered above a small gap and you need to blast it open fast.

  • gems wiggle. If a cluster of gems seems stuck, they'll eventually shake themselves loose — the physics will work them free.

Contact

Feel free to contact us with any bugs, complaints, or requests.

Release Date
March 10, 2026

Behind the Scenes

The arithmetic is not the obstacle. The arithmetic is the drill, and there is something heavy coming down while you use it.

Lode Math is a wall of numbered blocks with balls resting on top of it and a crusher descending from above. You select blocks that make the target — by adding or by multiplying — and the blocks you pick vanish. What is left is a hole, and a hole is somewhere a ball can fall through to safety.

Every ball that gets out before the crusher arrives is saved. Every one that does not is not. When the round ends you get one, two or three stars, and you can move on or try again.

Which means the sums are not a toll you pay for the fun part. The sum is the excavation. You are not clearing blocks for points, you are cutting a shaft through a floor, and which shaft you cut is a spatial question that happens to be answered with arithmetic.

A clock with a face

The crusher could have been a countdown. Thirty seconds on a timer would produce exactly the same pressure on paper, and it would be much less effective.

A number counting down is information you have to read, convert and act on, and it is in the corner of the screen rather than in the middle of the thing you are looking at. The crusher is in the playfield. It is the ceiling. You do not read it, you see it, and every glance at the blocks you are working on includes it whether you meant to look or not.

It also makes the danger local rather than global. A timer says "you have this long". A descending ceiling says "you have this long here" — and the gap above the third column may be narrower than the gap above the first. Where you choose to dig is a time calculation as well as a maths one, which is a lot to get from choosing a shape over a number.

Adding or multiplying

The target can be reached by sum or by product, and having both available changes what the player is doing far more than having either alone.

Addition is a scan: your eye runs over the block and looks for things that fit. Multiplication is a different search entirely — factors, not neighbours — and a twelve that is impossible as a sum of the blocks in front of you may be sitting right there as a three and a four.

That matters because of what the game actually wants from you. It is not asking "can you add up". It is asking "can you find a route to twelve through this particular rubble", and a player with two methods has twice as many places to look. For a child practising, the useful moment is the one where addition fails and they try the other thing — which is the moment arithmetic stops being a procedure and starts being a tool you choose.

A target nobody could hit

The worst bug in the build was a target the board could not make.

It is easy to produce and hard to notice. Pick a target, the player clears some blocks, gravity drops the rest into new positions — and now the set of reachable values is completely different from the set that existed when the target was chosen. So the number at the top of the screen is one the player cannot make, they try every promising combination, and they conclude either that they are bad at arithmetic or that the game is broken. One of those is true.

The instinctive fix is to make the target-picking function smarter. That fix is wrong, and the reason is worth more than the bug.

Targets get set from several places: when a level loads, when saved progress is restored, and after every clear when gravity has finished settling. Fixing the picker means finding and fixing each of those, being right about all of them, and then being right about every future path somebody adds that sets a target without thinking about this.

So instead of guarding the places where a target is chosen, the game guards the condition itself. Whenever the grid or the target changes, it computes what is actually reachable on the live board — every adjacent sum, every adjacent product — and if the current target is not among them, it quietly picks one that is. It also waits for any animation to finish first, so it is never interrupting a clear mid-fall.

Nothing that sets a target has to remember to be careful, because being careful is no longer their job. That is the difference between fixing a bug and removing the category it belongs to, and it is almost always worth the extra half hour.

The bombs that were stealing stars

The other bug was quieter and, in its way, worse, because it did not break anything. It just made the player look worse than they were.

Stars come from your save rate: how many balls got out, over how many there were. There are also bombs on the board — hazards, not cargo, and nobody is trying to rescue them.

The count of what remained at the end was taken from the collection holding all the falling objects, and that collection contains the bombs. So every bomb still sitting on the board at the end was counted as a ball you had failed to save. The denominator was inflated, the save rate was deflated, and the stars came out lower than the player had earned — consistently, invisibly, and always in the same direction.

A scoring bug that goes the player's way gets reported within a day. One that goes against them mostly does not; it just feels slightly unfair in a way nobody can articulate, and the game is quietly harsher than it was designed to be. Excluding the bombs from the count is a one-line fix and it is the kind of one-line fix I now go looking for whenever a difficulty curve feels a bit meaner than intended.

Stars, and what they are measuring

Three stars, retry freely, progress on one.

The choice worth defending is what the stars are made of. They could have measured speed, or moves used, or raw score. They measure the save rate — the proportion of balls that made it out — and that is the right one because it is the only measure that is about the thing the player was actually trying to do.

Speed rewards the player who already knows their times tables and punishes the one who is learning them, which is backwards in a game whose reason for existing is the second player. Move count rewards efficiency at the cost of the safe, obvious route. The save rate says: you had these balls to rescue, here is how many you rescued. Nothing else in the room is being graded.

And because one star is enough to move on, the game never blocks you at a level you have already demonstrated you can beat. The other two stars are there for the second visit, which is exactly the visit where practice happens.

A name, and one word that kept its old meaning

This was called something else for a while — the working title described the crusher rather than the excavation, which put the emphasis on the thing that beats you rather than the thing you do.

A lode is a seam of ore running through rock, worked by following it. That is a better description of the game: you are not being crushed, you are getting something valuable out before the rock closes.

The rename touched a surprising number of places — a file, a component, a storage key, the title on the menu — and one word deliberately survived it. When the crusher reaches the bottom the game still says CRUSHED, because that word was never the name of the game. It was always a description of what just happened to you, and it is still accurate.

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