Set this up once. Nothing is saved — close the tab and the custom game is gone, so a new file never clashes with an old one.
1 · Recipe file
A .js file with one recipe(...) per line. The last argument is the result; everything before it is an ingredient.
New to this? to see it work now, or download the sample file to open and edit.
The file runs in a locked-down sandbox with no access to your account, saves, or the network. Even so, only load files you understand.
Format & examples
recipe("air", "water", "mist");
recipe("fire", "mist", "mist", "steam");
The second line uses 3 ingredients (fire + mist + mist). It only loads if the combo size below allows 3.
Capitalization matters. "Earth" and "earth" are two different elements.
Multi-product. Two lines with the same ingredients but different results — recipe("wood","fire","ash") and recipe("wood","fire","smoke") — both fire at once.
2 · Starting elements
What you begin the game with. Defaults to the four classic elements — remove any, add your own.
3 · Combo size
How many elements go into one recipe.
4 · Base game
Your file wins any combination the base game already defines. With this on, combo size is locked so the base recipes stay playable.
Advanced
Off by default. Turned off automatically when the base game is included, since its recipes are not written with a tap order in mind.
Elements
Music
A quiet ambient loop. It shares the mute switch with sound effects — if those are off, music stays silent too.
Hint Mode
Outlines any element that can combine with something in your inventory right now, and floats those to the top of the list. After a stretch with no combine, it also highlights a specific recipe's ingredients in their own color — never the result. More stack up the longer you're idle, each its own color, up to 10 at once, and each stays lit until you actually reach it.
Modded highlighting
You merged the base game in. Elements your file added show in purple, so it is easy to tell them from the base ones at a glance.