Only signed-in accounts are ranked
Guests can play every puzzle, but guest finishes are not inserted into Rankings. When a signed-in player starts a ranked puzzle, the server issues an account-bound attempt containing the game, difficulty, mode, puzzle seed and server start time.
What the server verifies
A finish is not accepted simply because the browser says “complete.” The backend regenerates the expected puzzle from the issued seed and checks a game-specific proof: Maze movement trace, Number Path route, Color Connect routes, Lights Out press sequence or Loop Puzzle edges. It also verifies the account, attempt, difficulty, game mode and puzzle seed.
Server time and score
The server measures elapsed ranked time from the issued attempt instead of trusting a time value edited in the browser. It then recalculates the verified score and Ranking Points. Difficulty and performance increase the available points; hints reduce them.
Cumulative Ranking Points
Each game has its own cumulative leaderboard. Playing more verified games can increase your total, while stronger finishes earn more points per game. This format rewards both participation and performance rather than making a single fastest run permanent forever.
What makes a run unranked?
- Playing as a guest.
- Viewing a full Solution during the attempt.
- Using an attempt that is expired, already consumed or belongs to another account.
- Submitting puzzle data that does not match the server-issued seed.
- Submitting a finish that cannot be reconstructed as a valid completed puzzle.
Can cheating be eliminated completely?
No browser game can make automation impossible because puzzle logic ultimately reaches the player’s device. Snapoki instead focuses on practical leaderboard integrity: account binding, server-issued attempts, server timing, deterministic puzzle regeneration, duplicate protection and game-specific completion proof. These measures make casual payload editing and fabricated scores substantially harder while keeping normal play fast.