Pocket Games

Paths

A grid with a few switched-off cells, a starting dot, and one rule only: fill everything with a single continuous line, without lifting your pen and without going over the same spot twice. Every puzzle has one and only one solution.

How to play

Start from the colored dot and drag your finger: the line stretches to the neighboring cells, one at a time, horizontally or vertically. The goal is to pass through every lit cell exactly once until the grid is full. You can’t move onto switched-off cells, you can’t cut across diagonally, and you can’t go back over a stretch you’ve already drawn.

The level is done when the line covers every cell: at that point you lift your finger and, if the path is complete, you’ve solved it. As long as you don’t let go, you can still make adjustments.

On Pocket Games

The first 500 levels are a ready-made pack that ships with the game; from 501 onward, levels are generated on your device from their number. Either way a level is the same for everyone: the level 120 you get is the same as anyone else’s. The grid is always taller than it is wide, and as it grows so does the number of switched-off cells:

LevelsGrid (rows × columns)Switched-off cells
1–305×53–5
31–806×54–6
81–1407×55–7
141–2107×67–11
211–2908×610–14
291–3709×612–17
371–44010×615–26
441–50010×720–31

After 500, 10×7 and 10×6 grids alternate.

Backtracking and changing route

If you realize you’ve made a mistake, there’s no need to start over: tap a point that’s already on the line and the tail from there onward disappears, so you set off again from that spot in a new direction. It’s the fastest way to fix a dead end without throwing away the whole line.

A single solution

Every grid is built to have one single way of being filled: the switched-off cells aren’t decoration, they’re the walls that force the line to turn where it needs to. That’s why there are no ambiguous or impossible puzzles: if you’re stuck, there’s always a stretch to redo, not a missing solution.

How to think it through

Start from the corners and the corridors. A cell with a single way out has to be an endpoint of the path, or it can only be crossed one way: those are the spots to lock down first.

Follow the constraints, not your gut. Where the grid narrows into a one-cell corridor the line has no choice: it’s best to draw those forced stretches first and connect the rest afterward.

The switched-off cells are clues. A hole in the middle of the grid tells you the line has to go around it, and it often reveals which way it’s forced to turn.

Frequently asked questions

Do I have to finish on a specific cell?

No: only the starting point matters. Where the line ends is up to you, as long as every lit cell has been touched once.

Can I get stuck with no solution?

No: every puzzle is verified and has a unique solution. If you can’t close it out, there’s a stretch to redo, tap a point on the line and set off again from there.

Can you lose the game?

No: there’s no timer and no limit on mistakes, and no hints that show the solution either. If you get stuck, shorten the line by tapping a point on it, or use Restart.

Can I leave in the middle of a level?

Yes: the line you’ve drawn so far stays saved on the device and, when you come back to play, picks up where you left it. A new or restarted level starts clean instead, from the starting point alone.

Does the level I’ve reached survive if I change phone?

Yes, with a Google account: the highest level solved is saved to the account, and on the other device the higher of the two counts. The line of a level left halfway, on the other hand, stays on the device where you drew it.

More games to try

See the full list of games, or open Pocket Games in your browser: they are free and you don’t need an account.