Stoke the forge or strike the billet — shape them all in time
This is a turn-based forge puzzle built on a single, uncomfortable choice: this turn, do you feed the fire, or do you swing?
Tap the coal forge and the hammer's heat climbs. Tap a glowing billet and the hammer comes down — but the billet is shaped only if your heat has reached at least its toughness mark, and the moment it lands, that heat is spent. Swing too early and you learn nothing you didn't already know; the metal simply isn't ready. So every level becomes a small act of planning: read the marks on the billets in front of you, work out how much heat each one demands, and decide the order in which they should fall.
The pressure comes from two directions at once. Heat bleeds away every single turn, so a hoard you built three turns ago is no longer the hoard you thought you had — waiting is never free. And any billet you leave untouched hardens as the turns pass, its toughness mark creeping upward while you deal with its neighbours. The easy billet you were saving for last may not be easy by the time you get to it. Meanwhile the turn budget counts steadily down, and the level is only won when every billet on the anvil has been shaped.
That triangle — draining heat, hardening metal, a fixed number of turns — is the whole game, and it is enough. Early on you can stoke freely and swing when it feels right. Later you find yourself counting: three turns at the forge to clear that heavy billet, but by then the two light ones will have hardened past what a single stoke can cover, so perhaps take them first and bank the heat afterwards. Sometimes the answer is a long, patient climb to one enormous strike. Sometimes it is a quick flurry of cheap blows before anything has time to set. Learning to tell those two situations apart is the real skill.
Across fifteen levels the anvil fills out with tighter arrangements and meaner margins, until the turn budget leaves no room at all for a wasted swing. Nothing is hidden from you and nothing is random: every mark is there to be read, and a failed attempt tells you exactly which order would have worked. Reset, re-plan, and go again.
The controls never ask for more than one finger. Forge or billet, stoke or strike — one tap per turn, with all the thinking happening before it. It suits a few quiet minutes as easily as a long sitting, because a level is short to attempt and interesting to attempt properly.
If you enjoy puzzles that reward arithmetic and foresight over speed, step up to the anvil. The fire is hot, the metal is cooling, and the hammer is waiting on you.