r11l — ARC-AGI-3 game guide
Full spoilers for this public game. Play first if you want to discover its rules yourself.
Drag a blob around by its limbs until its body sits on its outline; from level 5 the bodies start white and must eat colored food until their colors exactly match an outline.
It's an amoeba, or blob, with limbs. You can't move its body directly, but the body always re-centers between its limbs. In the early levels the body already has the colors its target wants; in later levels you have to move the body over food pellets to eat them, changing the body's color, until it matches what the target needs.
Controls
- ACTION6: Select / relocate a piece
Level by level
Level 1

- Clicking is the only control. Click an arm to pick it: the picked arm is drawn with a white outline and the others with dark gray. At the start of a level the arm nearest the top-left corner is already picked.
- Click anywhere that isn't an arm and the picked arm jumps so its center is where you clicked. Arms of any blob can be picked, one at a time.
- There is no undo. RESET restarts the level, with every arm back in place, the click count back to zero and any strikes cleared.
- Each blob has an outline target: a hollow ring of dots in the blob's colors. On levels 1-4 the level is won when every blob's body overlaps its own outline. Touching it is enough, the body doesn't need to be centered in it.
- A blob is a body (a small rounded square in the blob's colors with a pink dot in the middle) and two or more arms (small plus shapes with a colored center). Thin light gray lines join each arm to its body.
- You never move a body directly. After every arm move the body jumps to the average position of all its arms, so moving arms drags the body around.
- Gray walls stop arms: if the arm would overlap a wall where you clicked, it doesn't move. The body is never checked against walls, so it can end up on top of one.
- Every click costs one of the level's 60 clicks: picking an arm, moving it, and clicks into walls that do nothing. The 60th click ends the game on the spot, so you really get 59. The count starts over on each level.
- When a body lands on its outline, a white copy of the outline blinks over it a few times and then stays on while the body is there. It disappears if the body moves off. When the last one is in place, the next level loads after the blinking.
- The column along the left edge of the screen is the click bar. It starts white and turns black from the top down as you spend clicks.
Level 2

- Two blobs at once, each with its own color, arms and outline. Both bodies have to be on their outlines.
- Light blue hazard zones (levels 2, 3 and 4). If an arm move puts any body into one, that body blinks white a few times, the arm jumps back to where it was, and you get a strike. Only bodies trigger it, not arms. The move still costs its click.
- Five strikes on one level ends the game. Nothing on screen counts the strikes for you.
Level 3

Level 4

- Some outlines belong to no blob. They look just like real ones, but the win check skips them, so they can be left empty. Level 4 has five of them, level 5 three and level 6 one.
- Blobs and outlines with more than one color, split into two or three colored parts.
Level 5


- On levels 5 and 6 no outline has a blob of its own. An outline is filled when any body sits on it with exactly the same set of colors (white doesn't count), and the level is won when every real outline is filled.
- The blobs' bodies start plain white, and food pellets appear: small blobs, part white and part one color. When a move puts a body over a pellet, the pellet's colored pixels are painted onto the body in the same spots and the pellet is gone. Only the body eats, not the arms. Level 5 has 4 pellets and level 6 has 9.
- A later pellet can paint over a color the body already ate, so the order you eat in matters.
Boss, 2026-09-12: Level 5. Hard to tell what it wants. On the first levels the body is already the target color; from here you have to eat pellets to make it the right color or combination of colors.
Level 6

Mechanics
Click-only. Each piece is one arm of a blob: clicking an arm selects it, clicking an empty spot moves that arm there, and the blob's body is then re-centered to the average position of all its arms (r11l.py:1536-1551). You never move the body directly -- you reposition arms and the body gets dragged along behind them, like an amoeba pulling itself with pseudopods. On levels 1-4 each blob already wears its colors and a level clears when every blob's body overlaps its own outline of the same colors -- touching the outline is enough, it doesn't need to be centered (r11l.py:1758-1783). Levels 4-6 also show outlines that belong to no blob; the win check skips them. Level 5 changes the game: the blobs' bodies start plain white, the level adds 4 food pellets (level 6 has 9), and whenever the BODY overlaps one -- not the arm that moved it there -- the pellet's colored pixels are painted onto the body and the pellet is gone (r11l.py:1585-1599). You eat it, and that changes which outline you can satisfy: on levels 5-6 an outline only counts when a body sits on it with exactly the same set of colors (white doesn't count), and a later pellet can paint over a color you ate earlier. That is why level 5 reads as incomprehensible under a pure shape-matching model: from level 5 on, some outlines can only be matched by a color you have to go swallow first. Walls block an arm from being placed on them, but the click still spends one of the level's 60 clicks. On levels 2-4, light blue hazard zones punish a move that puts a body in them: the body flashes, the arm jumps back, and it counts a strike. Five strikes on a level, or reaching the 60th click, ends the game.
Notes and caveats
The blob/pseudopod mechanic on this page was identified by an eccentric chicken farmer after playing the game directly. The original write-up here, produced by coding agents reading the obfuscated source, missed it entirely and described this as a generic shape-into-outline puzzle -- a description that only holds through level 4. Added 2026-09-11 when the informal-name registry was extended from the original 6 games to the full 25-game public demo set. No replay video or hints exist yet for this game -- only the level screenshots rendered from their own game source on 2026-09-12 and the two replay links ARC Prize published with the GPT-6 Astra results. Corrected 2026-09-12 after an adversarially-verified direct source read: the marker sprite is visible not invisible, the hazard/mistake mechanic is level-scoped, and the keyhole markers matter a level earlier than claimed.
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