Every board, catalogued.
A working index of Piece Out boards, grouped by chapter and mechanic. Each card links to the raw level file the engine reads, so what you see here is exactly what ships.
These 24 boards are the public sample set. The full game ships with more than 780 boards across nine chapters.
A board is just a manifest.
Every level is a small JSON file describing the grid, the pieces and the par count. No hidden logic lives in the file; the engine interprets it identically every time.
-
griddefines the board size and blocked cells -
pieceslists each shape with its start and goal -
paris the move count the designer solved it in -
mechanicsflags which verbs the board uses
{
"id": 1,
"name": "First Slide",
"grid": "6x6",
"par": 4,
"pieces": [ {"shape": "bar3", "start": [0,2], "goal": [3,2]} ],
"mechanics": ["slide"]
}
From tutorial to grandmaster
Difficulty is not a slider; it is a sequence of ideas. Each band introduces exactly one new complication.
Learning
Boards 1–8. One verb at a time, generous space, short pars. Failure is cheap and undo is infinite.
Practicing
Boards 9–16. Rotation demands spatial rehearsal; the board punishes greedy moves without ever hiding information.
Mastering
Boards 17–24. Flips combine with rotation; the goal slot is visible, but reaching it requires planning three states ahead.
The first ten boards are a course.
Each early board teaches one idea, then a later board tests it cold. If a player stalls, the same idea returns in a simpler costume two boards later.
Hints point, they never solve.
A hint highlights the piece that should move next, not the destination. The "why" is left to the player, which is why a hint in Piece Out never ruins the board.
Identify
The radar marks the critical piece on the board.
Suggest
A gentle nudge names the verb: slide, rotate or flip.
Withhold
The last moves stay unhinted so the finish is yours.
Want the rest of the set?
The full game carries every chapter, daily boards and the remix mode. It is on the App Store and Google Play.