Arrow Clash is a logic puzzle about what happens after the match.
Two arrows facing each other, with a clear lane between them, crash and
vanish when you tap either one. Clear every arrow and the board is wiped.
Here is the part that makes it a puzzle: where the two arrows meet, a wall
is left behind. That wall blocks the lane for good. So the order of your
taps is the whole game - clear a pair too early, and its wall can seal the
lane another pair needed.
In every other arrow game, a collision is how you lose. Here it is how you
win, and the debris is the puzzle.
WHAT YOU GET
- Every board is checked by a solver before you ever see it. All of them
can be cleared. No generated dead ends.
- Undo on every clash. A wrong order is something you discover, not
something you get punished for.
- A daily puzzle - the same board for everyone, a new one every day, and a
streak if you keep coming back.
- A hint when you are stuck, and it never points at a trap.
- Free. No purchases.
- Arrow colours and board backgrounds to unlock.
WHY THE ORDER MATTERS
Tap the wrong pair and nothing bad happens right away. Five taps later you
find a lane that is sealed, an arrow with nowhere to go, and a board that
cannot be finished.
That is not a mistake the game punishes - undo takes any of it back. It is
the thing you are learning to see. By the tenth level you start reading a
board before you touch it: which pairs are safe, which ones are holding
the board together, and which wall you cannot afford yet.
WHERE THE WALL LANDS
Exactly in the middle of the lane. If the gap between the two arrows is an
odd number of cells, the wall takes the middle one. If it is even, it takes
the left cell, or the upper one on a vertical lane. Always the same rule,
so you can always plan around it.
Two arrows already touching have no lane at all - they clear without
leaving anything behind. Those are your release valve when the board gets
tight.
BUILT FOR PHONES
Press and hold any arrow and the game shows you what it sees: the lane it
looks down, green if the pair can clash, red if something is in the way.
Slide your thumb to check another one. Lift your finger outside the board
and nothing happens at all.
Every cell is a big target, and a near miss still picks the cell you meant.
Boards run from five by five up to seven by seven, and a level takes two to
five minutes. It is a thinking game, not a tapping game.
Two arrows meet and vanish. The wall they leave decides your next move.