Huddle
A crayon puzzle about herding a bunch of stubborn kids home. Each one moves differently, and every time you move one the others react, so a good move for one can knock another off its spot. Land everyone on their own coloured circle at once, across 25 hand-built levels.
How to play
A bunch of little kids are scattered around the room, and each one has their own coloured circle on the blanket. Your job is to get every kid standing on their own circle at the same time. Tap a kid to pick them, then swipe (or tap a tile, or press an arrow key) to send them that way.
Meet the kids
Two kids to start, and a new one joins at levels 11, 16 and 21 until five are underfoot. Each has one way they move when you pick them, and one way they react when someone else is moved:
The playground
The rooms fill up with props that get in your way, or open the way through:
Getting unstuck
There is no losing and no clock, just the puzzle. Slid into a corner? Every level gives you three lifelines:
- Undo (or the Z key) walks your last move back; take back as many as you like.
- Reset puts the room back to the start.
- Hint works out a full solution from wherever you are, even after you've made a mess, and points to the next move.
25 rooms, one more kid
There are 25 hand-built levels, each checked to be solvable. You begin with two kids and a new one joins at 11, 16 and 21, so the last stretch is five kids reacting to every move you make. Every level shows its par (the fewest moves it can be done in) and remembers your best; match or beat par and it earns a ★. Your progress is saved in your browser.
Three more kids (Mona, Pip and Bo) live in the six-kid rooms beyond level 25. Those are closed for now while they get reworked, so the picker stops at 25.
Tips
- The picked kid wears a dashed ring. Tap another kid (or press Tab) to switch who moves.
- Plan the reactions, not just your kid: think about who else shifts before you commit.
- Grumpo and Chungo ignore everyone, so they make steady anchors to build around.
- Land the fussy movers last; an early move can knock a settled kid off their circle.
- Stuck for real? Undo back a few moves and let Hint find the line from there.