Amaze GO!

Amaze GO!

Oakever Games

Rating 4.3 (142,195 reviews)

A calm arrows puzzle built around sequencing, short sessions, and careful taps

The game is built around a small set of mechanics that work together: read the board, choose an order, and clear arrows without wasting hearts. That structure creates a puzzle loop focused on planning rather than speed.

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Category Puzzle
Installs 50,000,000+
Version 1.19.0
Updated Jul 2, 2026
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About this game

Game Overview

Amaze GO! is a mobile puzzle game from Oakever Games built around clearing arrows from a grid in the right order. Its loop is simple on paper but depends on sequencing, because each tap opens or blocks the next move. That gives it a logic-puzzle feel rather than a reflex challenge. The presentation is intentionally spare, with quiet visuals and a clean interface that keeps attention on the board. It is designed for short breaks and offline play, so it suits players who want something light to pick up between tasks rather than a long-form campaign. On the Australia Google Play Store it is free, has more than 50 million installs, and carries a strong rating from a large review base, which suggests broad reach even if the premise stays narrow.

Core Gameplay Features

  • Arrow Sequencing Each arrow has to be moved only when a free path exists, so the main challenge is deciding the safest order. The puzzle comes from managing blocked lanes and opening space for later moves.
  • Tap Controls Play is driven by simple taps, which keeps the interface approachable on phones and tablets. The control scheme reduces friction, making the game easy to start but still dependent on careful choices.
  • Guidance Tool A long-press can highlight directions when the board is unclear. That support helps when the layout tightens, but it does not remove the need to think through the sequence.
  • Heart Penalty A wrong tap costs a heart for the level, adding light pressure to each move. This gives mistakes a real consequence without turning the game into a harsh failure loop.
  • Offline Sessions The description says the game works offline, which makes it practical for commutes, flights, and other low-signal situations. It is built for short, self-contained sessions rather than persistent online play.

What Makes It Stand Out

Among mobile puzzle games, its selling point is restraint. It trims away clutter, keeps the rules readable, and leans on a calm presentation that makes each solved grid feel tidy instead of noisy.

  • Large Audience More than 50 million Google Play installs point to a game with broad reach in Australia and beyond. That scale suggests a familiar, accessible format that many players already understand at a glance.
  • Strong User Response A 4.34 rating from 142,195 reviews is a meaningful sign that the puzzle loop lands for many players. The volume also gives the score more weight than a small, isolated sample would.
  • Cross-Platform Availability It is available on both Android and iPhone, with an App Store build listed for iPad as well. That makes it easy to keep progress within the mobile ecosystem without platform friction.

Things to Know Before Playing

This is a free puzzle game, so the practical tradeoffs are mostly about storage, session length, and the usual mobile-store monetisation model. The experience is low-pressure, but it is still a level-based game with hints and hearts shaping progress.

  • Free-To-Play Model The game is free on both official stores, which usually means optional in-app purchases or ad support even when the listing does not spell out every detail. That is the main cost tradeoff to expect.
  • Age Rating The App Store lists it as 4+ and Google Play marks it General, so it is broadly suitable for younger players. Parents still may want to check how hints and purchases are handled.
  • Storage Planning The App Store size is listed at about 305 MB, so leaving extra free space for updates and cache is sensible. The Google Play size is not shown, which means the store listing should be checked before installing on a tight device.

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