The three games share movable-looking pieces, but our tests did not verify the same gesture in all of them. This page compares the visible board constraints and preserves the difference between a drag, a click, and an input that changed only the tutorial state.
A movable-looking block does not prove the control
Sliding puzzles depend on both geometry and input. Piece length, open cells, destination position, and collision rules shape the route, while the interface decides whether the player drags, taps, or selects a block before moving it.
For that reason, we do not copy one control instruction across all three games. We report the gesture used in each dated session and the visible result.
What changed after the tested input
The openings provide three different levels of control certainty.
- Coffee Color Blocks: dragging the green block toward its gate dismissed the tutorial hand but did not complete the exit.
- Catch the Bear: clicking the orange numbered block lifted it over the orange group and left the lower orange grid empty.
- Wood Blocks Jam: the opening clearly showed mint and orange blocks with opposite exits, but the recorded evidence does not claim a completed slide.
Choose by board information
Coffee Color Blocks makes color and clearance visible without a timer. Catch the Bear combines group size, destination count and a five-minute clock, and its tested click produced the clearest state change. Wood Blocks Jam exposes a compact route problem with no visible timer but requires further input testing before we describe a successful exit.
The best starting point depends on whether you prefer a verified click result, an untimed clearance puzzle, or a board whose movement still needs confirmation.
Evidence boundary
One opening state cannot establish every collision rule, later obstacle, touch gesture, level count, or difficulty curve. No mobile slide test was performed.
The evidence supports only the layouts and state changes listed below.