How Do You Play Unflip and Solve a Level by Making All Tiles White?
Updated
Unflip is a color-inversion puzzle: you drag from one corner of a square area (2x2 or larger) to the opposite corner, and every tile inside flips color — black becomes white, white becomes black. You win a level when every tile is white. The core skill is planning flips so you don't re-darken tiles you've already solved, and the game's move counter and "par" (minimum moves) give you a way to judge how efficient your solution is.
The Basic Move
- Pick a square region at least 2x2 tiles in size. Larger squares are allowed.
- Drag from one corner to the opposite corner of that region. The game's own Level 1 hint describes it as "pull from one corner of the square to the other."
- Every tile inside inverts. White → black, black → white. Tiles outside the square are untouched.
That's the entire input scheme. There are no special pieces or power-ups described on the site — just squares and color inversion.
A concrete example
Imagine a 2x2 block where three tiles are black and one is white. Flipping that whole 2x2 turns the three black tiles white but turns the one white tile black. You've made progress on three tiles and created one new problem. A good Unflip player notices this trade-off before dragging, not after.
Why "All White" Is Harder Than It Looks
Because every flip inverts all tiles in the square, a move that fixes several tiles can simultaneously break others. Two habits help:
- Work from solved regions outward. Once a corner or edge is fully white, avoid including it in future squares unless you intend to flip it back later.
- Think in pairs of moves. If a square contains a mix of colors, ask what a second overlapping square would do to the tiles you just changed. Many levels are solved by two overlapping flips rather than one big one.
Using Par, Moves, and the Counters
The interface shows a move count against a par value — the minimum number of moves needed to solve that level. The site describes par as usable "as a hint or as an added challenge."
| Signal | What it tells you |
|---|---|
| Your moves vs. par | If you're far above par, your approach is inefficient — consider restarting with a different first move. |
| Par itself | A lower bound on difficulty; a level with high par needs a longer planned sequence. |
| "Solved!" / "Perfect!" | The game confirms completion; "Perfect" appears tied to matching the optimal move count. |
Par is not a step-by-step solution — it tells you how many moves are needed, not which ones. Use it to calibrate, then experiment.
When a Sequence Goes Wrong: Undo and Restart
- Undo reverses your last move only. Use it to test a flip without committing — drag, look at the result, undo if it's worse.
- Restart resets the whole level. Use it when your board state is tangled enough that unwinding move-by-move would take longer than starting fresh.
A practical rule: if you're more than two or three moves above par and the board looks messier than when you started, restart rather than undo repeatedly.
Practice and Extra Challenges
- Main levels progress in difficulty; Level 1 exists specifically to teach the corner-to-corner drag.
- Daily levels (the site shows "Daily Level #1") give you a fresh puzzle to practice on. The developer notes plans for more daily and weekly challenge levels.
- Past daily and weekly levels are available through an archive, which the site lists as a paid unlock ($4.99 for the Daily/Weekly Archive, or $19.99 for Full Access including future content). Current pricing and access terms are as shown on the site at the time you visit — check there before purchasing.
Quick Checklist Before You Drag
- Is the square at least 2x2?
- Did you start and end on opposite corners?
- How many white tiles will this flip back to black?
- Are you still within a reasonable distance of par?
If the answer to the third question is "more than I'm fixing," pick a different square.