Pattern recall challenge

Hoppy — Watch the Path. Hop It Back.

One river. One path across it. Several rocks that will not hold.

A friend crosses first. You follow. Pick the wrong rock and you'll strike a pose on it right up until it goes under.

How it escalates

Longer paths, wider rivers

Every crossing is a brand-new path, and every level is three of them. The river widens from 3x3 to 5x5 as you travel. Nothing to unlearn, just more to hold.

Every rock has its own colour, glyph, tone and dance moveA scrambled saying that spells itself as you crossA river that widens from 3x3 to 5x5 as you travel

Gameplay overview

Hoppy gameplay loop

A River, Not a List

Nothing just blinks at you. A friend hops across the water, rock to rock, lighting each one as it lands. You remember a journey, not a row of flashes — and the path runs over neighbouring rocks in shapes you can feel, so it stays fair when it gets long.

Three Crossings a Level

Every level is three crossings with an island between each. Reach the flag and the level is yours to keep, with up to three stars for crossing clean. Any level can be replayed to earn the stars you missed.

A Miss Is a Splash, Not the End

Pick the wrong rock and Hoppy strikes a pose on it, full of confidence, right up until it goes under. You see the rock you should have picked, then you choose: the first retry of every crossing is free. After that it costs a few sparks or a short ad — or take a fresh path from the start for nothing.

Every Rock Has a Dance Move

A star jump, a spin, a lean, a dab. Your guide dances the path and you dance it back. Make it to an island and the two of you do the river wiggle. It is exactly as dignified as it sounds.

A Saying, One Letter at a Time

Each correct hop sends a letter flying up to a scrambled sentence. Unscramble it in your head, or finish the chapter and watch the words fall into place: wisdom such as "Never trust a rock that winks at you."

A Trip With Friends, and a Shop

Every fifth level is a landmark — Mossy Bridge, Mushroom Grove, Windy Hill and on. The first six each free a friend who can guide you across, each in their own way. Crossings earn sparks: spend them on looks for Hoppy or on board themes that change the colours and the sound.

How it works

Watch a path, then hop it back

Step 1

Watch your guide

A friend hops from the near island to the far one. Each landing lights that rock and plays its tone — colour, shape, sound and a dance move all telling you the same thing.

Step 2

Hop it back

Tap the same rocks in the same order. You are Hoppy, the yellow one, and he hops with your taps. Every correct hop sends a letter up to the saying at the top of the screen.

Step 3

Sink, or don't

A wrong rock goes under and takes you with it. A card shows up: try again — free the first time on each crossing — or start the level over on a new path.

Step 4

Reach the flag

Three crossings and the level is cleared, with stars for how cleanly you did it. The river widens from 3x3 to 4x4 to 5x5, and the colours grow from three to seven.

Gameplay screenshots

See Hoppy in motion

A Hoppy level: blue water edge to edge, a 4x4 grid of coloured rocks with glyphs between two green islands, a purple guide with its arms out standing on a lit rock at the end of a glowing trail, yellow Hoppy waiting on the near island, and a half-spelled sentence under 'Level 3' at the top

Your guide shows the path across. You hop it back, rock by rock.

The finished saying in big gold letters over a dimmed river and a sunburst: 'I am not slow, the river is just in a hurry.' signed Moss, with confetti falling and the two characters behind it with their arms up

Every hop spells a letter. Finish the chapter and the whole saying falls into place.

A Hoppy river after a wrong tap: yellow Hoppy on the rock he picked, a green check badge on the amber rock he should have picked, and the purple guide looking glum on the far island

Pick the wrong rock and you sink — but you always see which one it wanted.

Hoppy's landmark card for Mushroom Grove over a dimmed river: a row of trip dots, yellow Hoppy beside Pip, a pink friend with a bow, 'Pip joined!', plus 61 sparks, a line showing progress toward round glasses, and Keep hopping and Home buttons, with confetti

Every fifth level is a landmark — and early on, a new friend to guide you.

Hoppy's home screen: the name in five colours, a trip strip with two stops checked and 'next stop · Star Tower · 5 levels to go', yellow Hoppy beside pink Pip, three mission chips, a PLAY button for level 26, and Daily and Levels buttons under it

PLAY picks up at your next level. The daily and every level you've cleared are one tap away.

Frequently asked questions

Hoppy FAQ

Is this just another Simon clone?

It starts from the same instinct and then goes somewhere else. The sequence is a character physically hopping a path across neighbouring rocks, not colours blinking in place — so you remember a route rather than a list. And one mistake doesn't end anything: you sink, you get a retry, and there are levels to keep, landmarks to reach and friends to free.

What happens when I tap the wrong rock?

It sinks, and Hoppy goes down with it — after striking a confident pose. The rock you should have tapped lights up with a check, then a card lets you choose. The first retry of every crossing is free. After that a retry costs a few sparks or an optional short ad, or you can restart the level on a new path for free.

Do I lose my progress when I fail?

No. Every level you clear is kept for good, with its stars. Failing a crossing only costs you that crossing, and leaving a level never wipes anything. You can replay any cleared level from the Levels list to earn the stars you missed.

What are sparks for?

You earn them by crossing, with a bonus at every landmark and for small missions. Spend them in the shop on looks for Hoppy — a bow tie, a top hat, a Viking helmet — or on board themes that change the colours and the sound. They can also buy a retry once the free one is used.

Who are the friends?

The first six landmarks each free a friend — Moss, Pip, Gus, Lumi, Nimbus and Zip. A friend is your guide: the one who shows you the path. Each guides differently: a slower demonstration, a hint at the first rock, one free miss each chapter, extra sparks, an extra free retry, or an extra peek. Tap your guide on the home screen to swap.

What's the sentence at the top of the screen?

A saying, scrambled twice: the words are out of order, and each word's letters turn up in a random order as you hop. You can work it out early, or finish the chapter and watch it assemble itself. They are original to the game and not especially wise.

What's the daily challenge?

One path, seeded by the date, the same for everyone that day. One life and no help — just you and the board. Play it every day to build a streak.

Can I play offline?

Yes. Every level is generated on your device and your progress is saved locally, so Hoppy works on a plane, on the subway, or anywhere else with no signal.

How long is a level?

A crossing takes seconds; a level of three takes a minute or two. Every level ends on a card, so stopping after one is always clean.

Is it free?

Yes — free to download and play. No account, no sign-in, and no connection required. The game shows some ads, never during a crossing. Anonymous analytics are optional: switch them off in Settings.

Pattern recall challenge

Cross your first river

Short levels, a mascot who dances badly with total confidence, and a river that grows with you. Free, offline, and waiting.