Each sign is the outline of a picture: a cat, a rocket, a whale, a castle. Fill every cell with the glass blocks from the tray, and the moment the last one snaps in, the sign buzzes to life as a neon picture.
Drag a block from the tray onto the sign. A green ghost shows where it will snap; red means it won't fit. Tap a block to turn it, in the tray or on the sign (with a mouse you can also press R while dragging). Drag a block off the sign to send it back.
Bulbs (from sign 3): some cells hold a coloured socket. A socket lights when a block of its own colour covers it. Light every bulb for a Full Glow, which doubles the sign's points.
The clock runs across the whole run, starting at 90 seconds. Every sign you light adds 20 seconds (15 from sign 9), and every bulb 5 more. If it runs out, you lose a fuse, the Full Glow answer is shown, and the clock refills to 40 seconds for the next sign. Lose all 3 fuses and the run ends.
A run is 12 signs, getting bigger as you go: from sign 5 the tray holds one spare block that doesn't belong, from sign 7 there are three bulbs (four on the last two signs), and from sign 9 steel bolts already fill some cells. Each new sign starts on its own, with its name and what's new shown above the board.
Spark places one block of a Full Glow for you: 3 per run, each costs 10 seconds and 300 points. Undo is unlimited.
Scoring: 50 points per cell and 250 per lit bulb, doubled for a Full Glow. If you light all 12 signs, every second left on the clock adds 10 and every fuse left adds 1,000.
On a keyboard: R turns, Z undoes, S sparks, P pauses, M mutes, Enter presses Play.