10-20 min
Snail Rescue

Snail Rescue

Puzzle

The snail never stops walking and you cannot steer him. You change the level around him instead — and the only question is when.

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Snail Rescue is a free online puzzle platformer where the one thing you cannot control is the snail. He walks one cell at a time, forever, in whatever direction he is facing, and he will stroll straight off a ledge or onto a spike without hesitating. Everything else is yours: lay a plank across a gap, retract a spike bar, flip a turn sign to send him back the other way, or move a lift to the floor he needs. Every device is one tap, so the puzzle is never which button — it is which tick. A level opens paused: read it, set your devices, then press Go and the snail starts walking. Once he is moving, tapping him curls him up and buys you thinking time, and tapping him again sends him on. Gravity keeps working while he sleeps, and a drop of more than two cells is still a drop of more than two cells. Eight hand-built levels, each shipping a rescue the test suite replays through the same simulation your taps go through. No download, no account, no scores to chase but your own.

How to play Snail Rescue

  1. A level opens paused. Look it over, set any devices you want set, then press Go.
  2. From then on the snail walks one cell per tick in the direction he faces, and he never stops on his own.
  3. He turns around when he bumps into a wall or the edge of the level, losing that step.
  4. Tap a plank to lay it across a gap, and tap it again to lift it back out.
  5. Tap a spike bar to retract it. A bar with two patches arms one of them at a time, so retracting one arms the other.
  6. Tap a turn sign to flip which way it points. The snail takes the direction it shows the moment he steps on it.
  7. Tap a lift to send it to its next stop. The snail rides it if he is standing on it, and the dashed shaft shows where it can go.
  8. Tap the snail himself — or press Stop — to make him curl up and wait, and tap again to wake him.
  9. Gravity works whether he is awake or asleep, and a fall of more than two cells kills him.
  10. Water and armed spikes are both instantly fatal, and so is running the walking clock down to zero.
  11. Get him to the green flag and the level is done.
  12. Three stars needs a rescue inside the level’s tick par and tap par, both shown in the header.
  13. The ? button replays a rescue that works. It finishes the level for one star instead of three.

Tips

  • Work out where he will be, not where he is. Count the cells between him and the thing you need to change, because that count is your tap window.
  • Pressing Go is free; every stop and start after it costs a tap. Use the paused opening to set everything you can, so the taps you spend while he walks are the ones that had to be timed.
  • Tapping the snail to sleep costs a tap but buys you unlimited time. On a level with a one-tick window it is far cheaper than a retry.
  • A device tapped too early is as bad as one tapped too late: pulling a plank out from under his feet is refused, but pulling it from the cell he is about to reach is not.
  • Spike bars with two patches are a promise that you will cross both patches. Plan which one you want armed on each pass before you flip anything.
  • A turn sign only fires when he arrives on it, so flipping a sign he is already standing on turns him on the spot — sometimes that is the fastest way out of a corner.
  • Lifts carry him with no fall damage. Riding one down is always safer than walking off the edge next to it.
  • Count the drop before you let him take it. Two cells is fine, three is a splat, and the dashed lift shaft is usually the level telling you which one it will be.
  • The clock only ends a level that has already gone wrong. If he is pacing a ledge, nothing you tap will fix it — restart and lose nothing.

FAQ

Is Snail Rescue free to play?

Yes. It runs in the browser with no download, no sign-up and nothing to buy. All eight levels are included and unlock as you clear them.

How do you play it?

You never move the snail. The level opens paused so you can read it and set devices up; press Go and he starts walking on his own. From there you tap the level around him — planks over gaps, spike bars, turn signs, lifts — so that the path he is already taking becomes a safe one. Getting him to the green flag is the whole goal.

Can I steer the snail or make him go faster?

No, and that is the game. His speed is one cell per tick and his direction only changes when he hits a wall or steps on a turn sign. The only thing you can do to him directly is tap him to stop, which is your pause button.

What happens when he dies?

Nothing is lost. The level restarts exactly as it began, with every plank, sign and lift back where it started, and there are no lives or retries to run out of. The message tells you which of the four ways it was: spikes, water, a fall, or the walking clock.

How far can the snail fall?

Two cells is survivable, three is not. Gravity also applies while he is asleep, so putting him to sleep in mid-air does not save him — sleeping stops him walking, it does not let him hover.

How many levels are there?

Eight, each hand-built around a different device rather than a bigger version of the last one: a plank, a spike bar, a lift, a one-tick tap window, turn signs, an either-or gate, a fall that has to be broken, and a final level that uses all of them.

Is there a time limit?

Each level has a walking budget rather than a stopwatch, shown as the bar under the header. It exists so a level that has become unwinnable — a snail pacing a ledge forever — ends instead of hanging, not to rush you. Sleeping the snail spends it too, so it is worth spending deliberately.

What does the ? button do?

It replays a rescue the level is known to work with — every level ships one, and the test suite replays that exact tap schedule through the same simulation your taps run in. It is there so no level is a dead end, and using it caps that level at one star.

Does it work on a phone?

Yes. Every action is a single tap on something already on screen, with nothing to drag and no on-screen joystick, and the level scales to the frame so the cells stay finger-sized in portrait.