Get Over It: Brain Teaser

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Content rating
Everyone
1+
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Teacher Approved
Content rating
Everyone
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About this game

Written to be read, and to carry the terms Play matches on -- memory, puzzle,
brain, tiles, isometric, offline, controller -- at a density that reads as
English rather than as a keyword list. Repeating a term more than about three
times is where Play starts calling it spam and a reader starts calling it
rubbish. "memory" is at three, which is the ceiling; anything new that wants
saying has to be said another way.

A path appears across the gap. Look at it. Remember it. Then it sinks out of sight, and you have to get over it.

Get Over It is a small isometric memory puzzle: a cube, a gap, and a route you only see for a moment. Every level the gap grows by one tile and the path bends a little further, so your memory always has one more thing to hold.

HOW IT PLAYS
• The path lights up tile by tile, and plays itself back as a little tune
• It sinks out of sight
• Swipe to roll your cube across from memory
• Step where the path was and it rises under you. Step wrong and down you go
• Tap the cube to jump it over whatever is sweeping the square you are on

SIX WAYS TO PLAY
• Classic Clash — the ladder up. Lives to catch a fall, hints to earn and spend, checkpoints to come back to, and a board that grows teeth the higher you climb.
• Pure Play — the same crossing with nothing to catch you and nothing in your way. No lives, no second looks, no hazards. Just the path you were shown.
• Tile Rush — one long walk instead of levels. Hearts to reach, hazards to duck, and no far side in sight.
• Point Hunt — your cube is a die. It is not only where you land, but which face lands up.
• Roll Call — the board asks for a number. Bring it that exact face, or the streak is over.
• Guess Quest — the route is never shown. Every other tile stands, the ones between are yours to work out, and ten lives to be wrong with.

WHAT GETS IN THE WAY
Nothing at all, at first. Then one thing at a time: spiked hazards that hover over the route and bob out of reach, tiles that rise and carry you up with them, branches that look like the path and lead nowhere, and a laser sweeping the gap that can only be jumped. Each one arrives with the board to itself, so there is never more than one new thing to learn — and the cube tells you what it is the first time you meet it.

A BRAIN GAME, NOT A CHORE
No ads. No sign-ups. No energy bars, no daily rewards, no timers counting down while you think. This is a puzzle you can put down mid-level and pick up next week.

It plays offline — on a plane, on the underground, in a queue — with one thumb, a keyboard or a game controller. Light and dark, and it follows your phone. Sound and haptics both have a switch, and the whole thing is quiet enough for a waiting room.

MADE SMALL, ON PURPOSE
Every shape and every sound in the game is made in code: the tiles, the cube, the little melody the path plays as it appears. Nothing is borrowed, nothing is downloaded, and the download is tiny.

ONE PURCHASE
Classic Clash is free, all the way up as far as you can take it. One purchase unlocks the other five modes and keeps them for good — no subscription, nothing to renew, nothing to lose if you reinstall.

How far can you get before the gap gets the better of you?
Watch the path. It sinks. Now cross the gap from memory, one tile at a time.
Updated on
Sep 3, 2026
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Data safety

Safety starts with understanding how developers collect and share your data. Data privacy and security practices may vary based on your use, region, and age. The developer provided this information and may update it over time.
  • No data shared with third parties
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  • No data collected
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  • Committed to follow the Play Families Policy

What’s new

A cube, a gap and a path you only get to look at once.

Six ways to play: Classic Clash, Pure Play, Tile Rush, Point Hunt, Roll Call and Guess Quest.

• Checkpoints every five levels, so a long climb is never lost outright
• Hearts catch a fall, hints show you the next tile
• Hazards, lifting tiles and lasers the further you get
• Light and dark
• Touch, keyboard or controller