Road Connection is a Cocos Creator build whose only named move is sliding: the first board shows a cartoon hand dragging across the tracks under the banner Sliding to connect routes, with Click blank to continue on top of it. The build's own text carries a level number, a running clock, the controls GO, Reset and Simplify, and the brief Drive the ambulance to the hospital.
LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.
ShelfPuzzle
Reading the first board
One hand, one banner, four road pieces
On 2026-10-04 in Chrome at 1280×800 Road Connection opens on a splash element — the entry page carries a #splash block with a .progress-bar span inside it — and then boots a Cocos Creator build. That build declares a design resolution of 720 × 1280 and scales it up into the 1280 × 800 window it is given.
The first board is a brown surface crossed by vertical grey tracks, each track carrying evenly spaced round nodes. Over the top of it an orange banner spells out the one instruction the game gives, and centered white text reads Click blank to continue while a large white cartoon hand points and drags horizontally across the tracks. Two consecutive frames of the shared capture show that same overlay, which is why the banner is the most reliable thing to quote from this game.
Four road pieces, five vehicles, five destinations
The build's asset list is specific about the board. Four track graphics are named image/common/road1 through road4. Five vehicle sprites are named image/car/0 through car/4, and the car art is a Spine skeleton (skeleton/car.json, skeleton/car.atlas and skeleton/car.png). Five destination sprites sit alongside them as image/car/end0 through end4, and the sound set names the verbs: slide.mp3, pass.mp3, fail.mp3, win.mp3 and a snap cue called kaca.mp3.
The game's own level briefs read like job tickets, and three of them appeared during a single session: Drive the ambulance to the hospital, Drive the school bus to school and Drive the bus to the bus stop.
The build's own HUD
Level, a counting clock and three controls
The play view carries a small HUD whose labels are Level, the number 1, a running clock, and three controls reading GO, Reset and Simplify. A further label reads Pass time: 00:01.
The clock counts up rather than down. Across a twenty-second session it read 00:12, 00:17, 00:21, 00:25, 00:29 and 00:33, so it measures time spent rather than time left. There is no countdown printed anywhere in the board's own text.
The bar those three controls live in is built from named button nodes: reset at 194 × 90, simplify at 260 × 90 and start at 200 × 90, all inside a group called bottom. Two of them have matching audio, reset.mp3 and simplify.mp3, and the tutorial is driven by an overlay node called guide with a finger sprite inside it.
Observed 2026-10-04 in Chrome at 1280×800: the tutorial board with the orange banner Sliding to connect routes, the hand dragging across the tracks and the overlay Click blank to continue.
What our session did and did not reach
Clicking blank advanced the overlay rather than dismissing it, and the brief line moved as it did: from Drive the ambulance to the hospital to Drive the school bus to school to Drive the bus to the bus stop, with the banner settling on Sliding to connect routes. Six consecutive clicks never removed the overlay, so our capture never operated GO, Reset or Simplify, and this brief does not describe what they change.
That leaves one honest correction to the obvious guess about this game. The board has no text about rotating a piece, and the tutorial animation only slides. The scene graph does contain a node named turn, but nothing in the session showed it being used, so sliding is the only movement treated as established here.
Missions, coins and unlocks
Six missions and one coin every 2 seconds
Road Connection carries a second layer of text that the first board never shows. Read from the running scene graph, its own labels include Get a present after finishing 6 Missions, Money-box, One coin every 2 seconds, Double, Next, Get, Got, Reapply, Mon. and click blank to close. The unlock wording is Unlock, Use 120 to unlock and Priority use of gold coin unlock, and the numbers sitting on those rows are 120, 300, 100, 1000, 30 times, 10 and +1.
Two of those strings are the most useful numbers in the build: the coin rule is written as one coin every 2 seconds, so the money-box fills on a timer rather than only on a win, and progress is counted in missions with 6 of them buying a present. The panels they belong to were inactive while the tutorial overlay was up, so quote them as the game's vocabulary rather than as a screenshot.
What else ships with it
The reward layer has real art behind it: prefab/view/dial.prefab with three dial images (dial1, dial2, dial3), plus box, pot, gold, lock, unlock and video graphics under image/common/, and a result prefab with success and fail panels. The build's audio for those moments is equally direct: gift.mp3, openbox.mp3, box.mp3, gold.mp3, lock.mp3 and din.mp3 all ship with it.
Road-connection quick checks
Sliding, the clock and the coins
Four things decide how a first session goes: which move the game actually asks for, what the clock is doing, what the three buttons are and where the numbers come from. Here is what the board and the build file both support.
How do I connect the roads?
By sliding. The tutorial banner reads Sliding to connect routes over a board of vertical tracks and round nodes, and the animation on it shows a cartoon hand dragging horizontally across them; the overlay on that first board says Click blank to continue. Nothing on the board mentions rotating a piece, so sliding is the only move this brief claims.
Does Road Connection run a countdown?
No. The clock in the play HUD counts up: it read 00:12, 00:17, 00:21, 00:25, 00:29 and 00:33 across a twenty-second session. A separate label in the same HUD reads Pass time: 00:01.
What are GO, Reset and Simplify?
Three controls in the play bar. The build names their button nodes reset at 194 by 90, simplify at 260 by 90 and start at 200 by 90, all inside a group called bottom, and the text they carry reads Reset, Simplify and GO. Two of them have their own sound cues, reset.mp3 and simplify.mp3. Our capture never pressed any of the three, so this brief does not describe what they change.
What are the coins and the missions for?
The build's own labels read Get a present after finishing 6 Missions, Money-box, One coin every 2 seconds and Double, and its unlock rows carry Unlock, Use 120 to unlock, Priority use of gold coin unlock and the values 120, 300, 1000 and 30 times. Those panels were not on screen during our capture, so the numbers are quoted from the build rather than from a screenshot of a purchase.