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Blue is a puzzle game built from more than two dozen tiny, self-contained levels, and each one asks something different of you. There's no running score, no lives, no timer — just one small scene at a time, and a single rule to work out before the screen turns entirely blue and the game nudges you toward the next puzzle.
That's the whole trick of it: nothing is explained up front. One level might want you to click a chain of shapes in the right order, another asks you to drag pieces into place, another rewards patiently holding the mouse button down and watching what happens. Figuring out the rule is the puzzle, and once you see it, the solution is usually quick. It's a short, calm session rather than a long grind — the kind of game you can finish in one sitting without ever feeling rushed.
Controls
Point-and-click (or tap, on a touchscreen) throughout. Exactly what a click does changes from level to level — sometimes it selects, sometimes you need to click and hold, sometimes you drag — part of each puzzle is discovering what the controls do before you can use them.
Tips
- Watch the whole screen before clicking anything — the solution is almost always something that's already moving or already there, not something hidden.
- If nothing seems to happen, try clicking and holding rather than a quick tap, or the reverse.
- Stuck for a while? A hint button appears in the corner with multiple hints per level, so you're never stuck for good.
- There's no penalty for experimenting — wrong clicks don't cost you anything, so try things freely.
Blue is the fourth entry in designer Bart Bonte's colour-themed puzzle series, and it plays well as a quick, low-stakes brain-teaser break rather than a long-form game.
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