Arkanoid Bricks

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Writer Race

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Description


Long Hand Escape turns stretchy cartoon heists into clever one-screen puzzles where every reach is a mini plan and every grab risks a chain reaction; how to play is delightfully tactile: press and drag to extend an elastic arm around corners, over lasers, and past patrolling guards to snag a treasure, spare key, or puzzle switch, then retract without brushing hazards; the arm sticks to anchors—suction cups, hooks, magnets—so you can pivot around them, create angles, and thread through tight spaces; early levels teach clean routing: hug walls to minimize swing, use anchors to change direction instead of brute-forcing a curve, and stop short to watch guard paths before committing; later stages layer mechanics like pressure plates that must be held while you operate another switch, color doors tied to corresponding crystals, and fragile items that shatter if you yank too hard; practical strategy begins with path sketching: trace a loose line with your eye from prize to exit, marking three safe anchors, then plan how to keep your hand’s tail clear on the way back, since exit paths can be harder than pickups; if a level includes rotating lasers, move on the back half of the sweep to buy reaction time, and align your return route so the laser clears just as you retract; timing puzzles reward patience: wait two cycles to confirm guard rhythm, then move during the longest gap rather than the first one you see; multi-goal rooms benefit from staging—park the treasure on a safe shelf near the exit, grab the key second, then complete the switch last—so you’re never dragging multiple items through a hazard at once; powerups are tools, not shortcuts: a slow-mo glove stretches decision windows, a grip chalk reduces slip on long spans, and a ghost line shows your last attempt so you can refine angles without guessing; accessibility options include high-contrast hazard outlines, vibration ticks when your arm grazes a threshold, and a color-independent icon set on doors and crystals; to improve quickly, practice micro-pulls—short taps that inch the hand forward—and anchor swaps—releasing one anchor and grabbing another in a single motion—to keep momentum without whipping; avoid common mistakes like crossing your own line near a moving hazard (it tightens the angle and slaps you into danger), pulling straight against a magnet (pivot first), or chasing side coins on the first pass (clear the main route, then return with a calm line); challenge rooms remix rules by limiting anchors, adding wind drafts, or hiding routes behind destructible paper walls that tear if you press gently, teaching curiosity and restraint; the joy is the “aha” of a perfect route: a gentle extend, a pivot that slides the wrist past a laser by a hair, the satisfying pluck of a gem, and a smooth retract that threads the same needle in reverse; uniqueness lives in the elastic feel and return-path tension—solving a level isn’t just grabbing the thing, it’s escorting your own plan safely home.



Instruction

Slide to control



Specifications

  • Easy to play
     

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