A stepping-stone hopping puzzle set on water — plan a safe route across floating or submerging platforms, where some tiles sink after a delay and require quick sequencing.
MouseInteract / Aim
Left Click / TapPrimary action
TouchFull mobile support
PPause game (where supported)
01
Identify which tiles are stable versus timed before committing to a route — a wrong assumption here costs more than a slow start.
02
Timed tiles usually give one full crossing before sinking — hesitating on them is riskier than committing to a fast crossing.
03
Plan the whole route, not just the next hop — a dead-end route several tiles in is harder to recover from than a longer safe one.
Different tiles typically have different timers — watch each tile's visual cue (ripple, wobble) before stepping.
Per-tile timing is the main constraint in most games of this style — check for a separate overall timer on the HUD.
Falling typically restarts the level or the current checkpoint, rather than ending the game entirely.