Overview
Players inherit a manor of locked doors and a ring of keys. Each door has a price, paid once — after that it stays open forever, and walking through open doors is free. The goal is to reach the far stair, and you’re judged on the route you find, not on speed.
How It Works
Underneath, it’s Dijkstra’s shortest-path algorithm dressed as a puzzle: the doors are weighted edges, unlocking one is paying its edge cost a single time, and the “best” solution is the minimum-cost path to the goal. Playing it well is running the algorithm by hand — which is the point. It ships as a standalone HTML game with a teacher guide.
Current Status
Playable as a self-contained page, with a teacher guide for classroom use.