Gameplay guide
Tidelumo
Plan the standing square as well as the bridge
Tidelumo has one hundred island puzzles across ten chapters. A log can become part of a lasting bridge, but it must be pushed from a reachable square. Work backward from the needed crossing: which direction must the log move, where must the character stand, and can that square still be reached after the previous push? A correct-looking final bridge is not enough if there is no legal way to build it.
Logs cannot be pulled, and you cannot push two at once. Keep working space around a log instead of treating every adjacent empty square as disposable. A push that reaches a wall or blocks your return may remove an option you need much later. On multi-island maps, secure access between work areas before moving the final resource into place.
Use undo to test a specific hypothesis
Thinking does not cost a turn. Read the current tide/turn behaviour before moving and use Undo to test whether an approach remains reachable. An informative experiment changes one decision and checks one consequence; a long chain of speculative pushes is much harder to learn from.
Later chapters combine constraints rather than merely enlarging the board. If you are stuck, list the squares you must stand on and the direction of each final push. Separate the route for the character from the route for the logs. A bug report should identify the level and last legal push; avoid clearing storage merely because a puzzle is difficult.
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