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Two doors, two elements, and one rule that never changes: if either character goes down, the run is over. This co-op temple puzzler is built around switches, pressure plates, moving platforms, and color pools that punish rushing. Fireboy can handle lava but not water, Watergirl can handle water but not lava, and green goo ends both. Controls Fireboy: WASD Watergirl: Arrow Keys What you do - Move both characters through a temple level - Trigger levers, plates, and switches to open gates - Coordinate jumps and timing so nobody gets trapped - Reach the matching exit doors with both characters The “roles” method (solves levels faster than improvising) Before you move, assign responsibility: - one player handles left-side switches and boxes - the other handles right-side switches and jumps If you’re solo, treat it the same way: clear one character’s tasks, park them safely, then move the other. This stops the common mistake where both characters drift forward and you lose track of which plate is holding which door. Pool discipline: confirm first, jump second Temple maps love placing hazards where you land. A safe habit: - scan all pools in the next section - identify lava, water, and green goo - only then plan the jump sequence Never “test” a pool with a quick hop. One wrong touch usually costs more time than a short pause. Pressure plate timing that prevents cheap deaths Most failures happen when someone steps off a plate too early. Use a simple callout rule: - step on plate, say “on” - wait until the other player is fully past the gate - step off only after they say “clear” If you’re solo, do the same mentally: don’t move off a plate until you can see the other character safely standing on stable ground. Boxes and movable platforms: use them as locks When boxes exist, they usually serve one of three purposes: - hold a plate down while a character moves ahead - create a safe step over a hazard - block a moving hazard line Move boxes early while the area is calm. Trying to shove boxes mid-jump is how runs turn into panic. Gem greed rule (if gems exist) If a gem requires: - a blind jump - a one-way drop - or stepping into an untested section skip it on the first clear. Finish the level, then replay for full gems once you know the trap locations. Common mistakes - stepping off plates while the other character is mid-gate - rushing into a new section without scanning pools - pushing both characters forward and getting one trapped behind a door - chasing gems before the exit route is secured Mini drill Play one level with this rule: every time you open a gate, both characters must stop for one second before continuing. It forces clean timing and prevents accidental plate releases. FAQ Why do we keep getting trapped? You’re leaving plates too early or splitting too far apart. Park one character safely and move in steps. What’s the fastest way to improve? Assign roles, scan pools first, and treat plates like timed locks. Do both characters need to finish? Yes, both must reach their matching doors to clear the level.
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