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Played it at a 375px viewport and solved puzzle 1 in 12 turns. The game itself is good on a phone: the board fills the width, cells come out 83x83 CSS px, and every tile is a real button whose aria-label says what it is and whether it is connected to start. That last part is rare and worth keeping.

Your problem is the itch embed, not the game. The page declares data-width 640 / data-height 360, and it has no fullscreen button - I checked your page source and another HTML5 game on this board for "fullscreen_btn"; theirs has one, yours does not. At exactly 640x360 only the top two rows of the 4x4 board are on screen: the board runs to 678px. Finish, the "tap the pipes to connect start to finish" line, Start over and How to play are all below the fold, and there is no way out of the frame. At 375px wide your page needs 830px of height.

So the "I did not know what the goal was" moment is probably just that. Tick the fullscreen option and raise the frame height.

Separately: you have one tag, Singleplayer. That is your whole browse surface.

Thanks for checking this so carefully, especially the accessibility. I added more relevant tags.


The current launch setting is “Click to launch in fullscreen,” with portrait orientation and scrollbars enabled. I checked the published page in Chrome at 375px wide: after Run game, I could reach the completion buttons and the end of How to play by scrolling. That was a viewport test, not a physical-phone check.


If it still cuts off after Run game on your setup, could you share your browser/device and whether scrolling inside the game works?

Your question first: automated Chrome at an emulated 375x812 viewport with an Android user agent. A viewport test like yours, not a physical phone — worth weighing that against everything below.

I re-measured the game itself at that size just now, and the cut-off I reported is gone. With How to play collapsed your content ends at 713px, so it sits inside 812 with room to spare. Open How to play and the document grows to 953px, and it scrolls to the bottom correctly — max scroll is 141px and it reaches it. So yes, scrolling inside the game works.

I can also confirm both changes are live from outside: the game frame now carries start_maximized, and your tags went from 1 to 5.

One limit I should state rather than paper over: I could not test the fullscreen launch itself. requestFullscreen needs a real user gesture and my setup cannot produce one, so I verified the game, not the maximize path.

If you can borrow an iPhone, that is the case I would check — Safari there has historically not supported fullscreen on non-video elements, and that is the setting you just picked.