Every shape starts with a possible fold.

We generate a folding sequence first. The target is the paper silhouette that sequence produces.

A model with clear boundaries

Our paper begins as a unit square. A crease is a horizontal, vertical, or 45-degree line on an eighth-sheet guide. Each fold clips every existing paper polygon against that line, keeps one side fixed, and reflects the other side across the crease.

This is a zero-thickness, flat, whole-stack folding model. It does not simulate material stiffness, paper thickness, collisions during the three-dimensional motion, or separately movable origami flaps. A legal move is a fold of the complete stack on one side.

Targets with a recorded solution

The original generator starts from the square and chooses a sequence of valid folds. It rejects degenerate shapes, folds that do not pass through paper, targets that become too small, and silhouettes outside our supported board. The final silhouette becomes the target.

The exact sequence stays available to the server for validation and hints. We replay generated puzzles in automated quality checks and confirm their final silhouette matches the target. This establishes solvability within the game’s mathematical model; it is not a promise about every physical paper material or an unrestricted origami solver.

A fair, geometric comparison

The server independently reconstructs your paper from saved fold moves. The match percentage is the area of intersection between the paper silhouette and the target divided by the area of their union. Holes and overlap are handled geometrically.

A completed match must reach our tight numeric tolerance. Merely covering the target with a larger sheet does not win: extra paper outside the outline lowers the match. The displayed integer percentage may round down while the internal comparison uses the full value.

Saved once, checked on every move

Each anonymous session has a server-side revision number. A fold, undo, reset, hint, or next-puzzle request applies only to its expected revision. Repeated requests restore the newest state instead of multiplying points.

The browser receives a random private session credential in an essential HttpOnly cookie. Only a hash of that credential is stored in the database. Public rankings show a generated alias and results; the private credential is never published.

Independent paper, independent work

Creasegame.net has independently written game logic, its own challenge seeds and inventory, original geometric graphics, and its own scoring rules. Public interface research informs familiar controls such as dragging, undo, and daily play. We do not redistribute a reference site’s source code, puzzle catalog, branded artwork, or sound files.

Crease Game is an independent project. It is not the original Crease by Blame Nick, and it is not affiliated with or endorsed by that creator.