The worst feeling in a puzzle game is suspecting the puzzle is impossible. We work hard so that you never have to wonder. Here is a peek at how our games keep that promise.
Hoglo: exactly one solution
Every Hoglo grid has exactly one solution, and that solution can be reached by logic alone. That is why you never need to guess: if a grid had two answers, you could only pick one by luck. We check this before a grid is ever offered to you.
Waddlo: a solver watches every position
Waddlo’s 120 levels are generated ahead of time and checked. In the game, a solver examines each position, so it can tell when a pond has reached a dead end that can no longer be won. You never discover that two moves too late.
Hatchlo: every level has a par
In Hatchlo, each level has a solution, and the shortest one defines its “par”, the minimum number of moves. Knowing the best possible result lets us give you a fair goal to aim for, without any luck involved.
Why this matters to us
- Trust: a puzzle should respect your time.
- Calm: when the solution is guaranteed, you can relax into the thinking.
- Fairness: the same daily challenge for everyone means everyone faces the same, solvable puzzle.
Behind each tidy grid is a lot of automated checking. You never see it, and that is the point.
What a solver actually does
A solver is a small program that tries moves the way a very patient player would: it explores every possible sequence from the starting position and checks whether any of them wins. For a level to be accepted, the solver has to find at least one winning path. For Hoglo, it also has to find that there is exactly one answer, and for Hatchlo, the shortest path becomes the par.
Why we keep checking while you play
Waddlo keeps a solver running while you play. After each move it can tell whether the pond can still be cleared. This is what lets the game warn you about a dead end instead of letting you waste ten minutes on a position that cannot be won.
What a machine cannot check
A solver can prove a level is solvable, but it cannot tell whether it is pleasant. For that we play, replay, and listen to feedback: Is the first level welcoming? Does a new idea arrive too suddenly? Is a grid dull because it is too easy? Those answers come from people, not from code.
Found something odd?
If you find a level that seems unsolvable, a grid that looks wrong, or anything that does not behave as described in these guides, please write to us from the support page with the game name and the level. We will look at it, and we are grateful for every report.