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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.

▶ Play HuddleTap a kid, then swipe or arrow keys · progress saved in your browser

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.

Every kid has their own coloured circle. The round is won the instant all of them are home at once, so a kid already settled can still be knocked loose by a later move.
Move one, and the rest react
Here's the catch: the kids are alive. Every time you move one, everybody else reacts in their own way, all at once. They also shove each other along, so a tidy move for one kid can bump another straight off their circle. Reading those knock-ons is the whole puzzle.

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:

Grumpo slides until he hits something. Reacts: ignores everyone.
Bibbles steps one tile. Reacts: follows whoever moved.
Ned steps one tile. Reacts: backs away from whoever moved.
Wiggles hops two tiles, clear over anything. Reacts: copies the direction you swipe.
Chungo steps one tile and shoves whole chains. Reacts: too heavy to push or budge.

The playground

The rooms fill up with props that get in your way, or open the way through:

Walls box the room in and split it into pockets. A slider like Grumpo keeps going until a wall (or another kid) stops him.
Door & pressure plate: a door stays shut until a kid is standing on its plate, then it opens for everyone. Someone has to hold the plate down while the rest slip through.
Portals come in linked pairs. Move into one and you pop straight out of its twin, which ends your move there.

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.
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