Little Trails
About Little Trails
Little Trails is a one-line path puzzle wrapped around a small, warm story. Every board is a grid of cells joined by walls, and you draw a single unbroken trail from your animal to home, passing through every checkpoint along the way without crossing your own path or cutting through a wall. The frame here is a walk rather than a maze: Buddy the puppy sniffs out a bone and a ball on the way home, Willow the kitten chases yarn past a feather toy, and Clover the bunny turns up a carrot patch on the way to the burrow. A hundred and fifty levels are split across three worlds, so the board layouts and checkpoint sets change as you unlock each animal in turn.
How to play
Hold and drag from your animal across the grid, weaving through every checkpoint in any order that works, and finish at home without doubling back over a cell you've already drawn through. A wall between two cells means you can't cross that edge, even if the cells look adjacent.
Controls
- Hold and drag from your animal to draw the trail across the grid
- Drag back over the cell you have just left and that step comes off again
- Lift your finger and the trail stays where it is, then press and drag again to carry on from the head
- Press a cell already on the trail to roll the whole trail back to that point
- Undo takes one step off, and the hint button shows your next correct step
What makes it worth playing
- 150 levels across three worlds, each built around a different animal
- Three collectible animals, Buddy the puppy, Willow the kitten and Clover the bunny, each with their own checkpoint set
- Every board is a walk with a start and an ending, not an abstract grid
- A Perfect Trail rating for solving without backtracking or using a hint
- A hint that nudges your next step instead of solving the board for you
- A Trail Book that keeps a record of the routes and moments you've already found
Screenshots

Captured from this build on 2026-09-14.
Tips from playing it
- Plan from the checkpoints inward rather than from the start outward. A cell that only one checkpoint can reach tells you where that stretch of trail has to run before you draw a single line.
- Count open edges around a corner cell before committing to it. A corner with only one way in and one way out has already decided your route through it.
- Press back onto your own trail instead of restarting. Pressing a cell you have already drawn through rolls the route back to exactly that point, so a wrong turn halfway costs you half a board and not the whole one.
- Save the hint for boards where you've stared for a while, not the first wrong turn. Working out your own mistake is most of the puzzle.
Notes from building it
We wanted an excellent path puzzle that happens to feature an animal, not a pet game with a puzzle bolted on, so the mechanic came first and the story rides on top of it rather than the other way around. That showed up in two concrete decisions. First, a dead end always gets answered instead of just stopping you silently. Second, finishing a level is staged around actually reaching home and earning a Perfect Trail rating, not just filling the grid, because a walk that ends with your animal getting home reads as a small win in a way an empty board full of lines doesn't. The hint follows the same rule: your animal sniffs ahead and points at one cell, so even the assist reads as the animal doing something rather than the interface bailing you out.
More from the studio: why difficulty needs a rhythm and how we test a game.
- Category
- Puzzle
- Plays in
- Your browser, no download
- Orientation
- Portrait
- Players
- One player.
- Difficulty
- Calm early on, genuinely puzzling once walls start cutting off the obvious route
- Typical session
- 1 to 3 minutes a level
- Last tested by us
- 2026-09-14
- Studio
- Our own game