Compare Way to Go! prices across 50+ stores and find the best deal. Developed by Makivision Games. Published by Makivision Games. Released on 6/8/2015. Available on PC, Mac. Genres: Indie.

Four hundred levels of mouse-drag puzzle logic wrapped in hand-drawn charm, deceptively gentle on the surface, genuinely stubborn underneath.

I have a soft spot for puzzle games that hide their teeth behind cartoon smiles, and Way to Go! does exactly that. The premise is almost disarmingly simple: drag directional command tiles onto a grid to steer your little characters, a robot named Rob, a dragon named Liz, and a rolling egg creature, from start to exit. They move in a straight line until something stops them, and it falls to you to place a limited set of turn commands, crate-shoves, and switch interactions so they actually reach the goal. That is the whole game. And then the levels start stacking, and the whole thing quietly gets under your skin. The core mechanic owes a debt to games like Hairy Tales in its movement logic, but the execution here feels unhurried and considered. Crucially, there is no timer. You can pause mid-run and issue orders at your own pace, or use the rewind button to walk back a mistake without restarting entirely. For a puzzle game pitched at a family-friendly audience, that is a thoughtful design decision, it keeps the frustration honest rather than punishing. The step-counting system layers a secondary challenge on top: complete each level in the fewest possible moves and earn a trophy. It is a small thing, but it gives perfectionists a genuine reason to revisit levels they have already cleared. Where the game earns real credit is in its four distinct modes. Adventure takes you through the main 406-level story arc, told across more than twenty short cutscenes with a light, cheerful tone. The standout variation is Dark Designs, which inverts the entire ruleset: a set of commands is already placed on the board, and you must position the obstacles to match them. It is a clever twist that reframes every assumption you built up in the main mode, and it gives the experience a second wind precisely when the standard formula starts to feel routine. Level furniture, crates, holes, switches, keeps individual puzzles from blending together, though the world art, while cartoonish and pleasant, does not push any boundaries. The visual handcraft is warm without being ambitious. The honest critique is that Way to Go! plateaus aesthetically. The puzzle design does scale in difficulty as multiple characters must be managed simultaneously, but the rule-set never dramatically widens. Players who want a puzzle game that keeps rewriting its own grammar will find the ceiling here earlier than they might like. The story mode's narrative is more of a light wrapper than a driving force. What you get is a reliable, unshowy spatial puzzler that knows what it is and does not pretend otherwise, and for a certain kind of player, that restraint is the whole appeal. If you are looking for something to share with a younger family member, or you simply want a puzzle game you can run for twenty quiet minutes without being ambushed by timers and lives systems, Way to Go! fills that gap gracefully. The hand-drawn backdrops carry genuine warmth, the rewind mechanic respects your time, and the sheer volume of levels means you will not run dry quickly. It is not going to redefine what a puzzle game can be, but it was never trying to. Kai, Scout Team

Way to Go!
Indie

Way to Go!

Jun 8, 2015Makivision Games
GamerScout Says

Four hundred levels of mouse-drag puzzle logic wrapped in hand-drawn charm, deceptively gentle on the surface, genuinely stubborn underneath.

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About Way to Go!

I have a soft spot for puzzle games that hide their teeth behind cartoon smiles, and Way to Go! does exactly that. The premise is almost disarmingly simple: drag directional command tiles onto a grid to steer your little characters, a robot named Rob, a dragon named Liz, and a rolling egg creature, from start to exit. They move in a straight line until something stops them, and it falls to you to place a limited set of turn commands, crate-shoves, and switch interactions so they actually reach the goal. That is the whole game. And then the levels start stacking, and the whole thing quietly gets under your skin. The core mechanic owes a debt to games like Hairy Tales in its movement logic, but the execution here feels unhurried and considered. Crucially, there is no timer. You can pause mid-run and issue orders at your own pace, or use the rewind button to walk back a mistake without restarting entirely. For a puzzle game pitched at a family-friendly audience, that is a thoughtful design decision, it keeps the frustration honest rather than punishing. The step-counting system layers a secondary challenge on top: complete each level in the fewest possible moves and earn a trophy. It is a small thing, but it gives perfectionists a genuine reason to revisit levels they have already cleared. Where the game earns real credit is in its four distinct modes. Adventure takes you through the main 406-level story arc, told across more than twenty short cutscenes with a light, cheerful tone. The standout variation is Dark Designs, which inverts the entire ruleset: a set of commands is already placed on the board, and you must position the obstacles to match them. It is a clever twist that reframes every assumption you built up in the main mode, and it gives the experience a second wind precisely when the standard formula starts to feel routine. Level furniture, crates, holes, switches, keeps individual puzzles from blending together, though the world art, while cartoonish and pleasant, does not push any boundaries. The visual handcraft is warm without being ambitious. The honest critique is that Way to Go! plateaus aesthetically. The puzzle design does scale in difficulty as multiple characters must be managed simultaneously, but the rule-set never dramatically widens. Players who want a puzzle game that keeps rewriting its own grammar will find the ceiling here earlier than they might like. The story mode's narrative is more of a light wrapper than a driving force. What you get is a reliable, unshowy spatial puzzler that knows what it is and does not pretend otherwise, and for a certain kind of player, that restraint is the whole appeal. If you are looking for something to share with a younger family member, or you simply want a puzzle game you can run for twenty quiet minutes without being ambushed by timers and lives systems, Way to Go! fills that gap gracefully. The hand-drawn backdrops carry genuine warmth, the rewind mechanic respects your time, and the sheer volume of levels means you will not run dry quickly. It is not going to redefine what a puzzle game can be, but it was never trying to. Kai, Scout Team

Tags

singleplayertier:sub-5Grid PuzzlerRewind MechanicFamily FriendlyTrophy HuntingDark Designs ModeMulti-Character LogicMouse-Driven

System Requirements

Minimum

OS
Windows XP, Windows Vista, Windows 7, Windows 8
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
330 MB available space
Processor
1.6 GHz
Sound Card
DirectX 9 compatible sound card

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Game Info

Developer
Makivision Games
Publisher
Makivision Games
Release Date
Jun 8, 2015

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What platforms is Way to Go! available on?

Way to Go! is available on PC, Mac.

When was Way to Go! released?

Way to Go! was released on 8 June 2015.

Who developed Way to Go!?

Way to Go! was developed by Makivision Games.