 			if piece.zone.contains event.point
 				piece.zone.fillColor = 'gray'
 
-		actualPiece.group.strokeWidth = 10
+		actualPiece.group.strokeWidth = 3
 		actualPiece.group.bringToFront()
 
 	tool.onMouseUp = (event) ->

		if pieceEdges[i].right is 1

			# Outwards
			puzzle.lineTo new P.Point W, H / 4
			puzzle.quadraticCurveTo new P.Point(W, H / 2), new P.Point(W + H / 4, H / 4)
			puzzle.cubicCurveTo new P.Point(W + H / 2, 0), new P.Point(W + H / 2, H), new P.Point(W + H / 4, H * 3 / 4)
			puzzle.quadraticCurveTo new P.Point(W, H / 2), new P.Point(W, H * 3 / 4)
		
		else if pieceEdges[i].right is -1

			# Inwards
			puzzle.lineTo new P.Point W, H / 4
			puzzle.quadraticCurveTo new P.Point(W, H / 2), new P.Point(W - H / 4, H / 4)
			puzzle.cubicCurveTo new P.Point(W - H / 2, 0), new P.Point(W - H / 2, H), new P.Point(W - H / 4, H * 3 / 4)
			puzzle.quadraticCurveTo new P.Point(W, H / 2), new P.Point(W, H * 3 / 4)

		# Straight
		puzzle.lineTo new P.Point W, H

		W = rectangle.width
		H = rectangle.height

		E = H / 8

		puzzle = new P.Path()
		puzzle.strokeWidth = 0

