Arrow Puzzle Difficulty Report

How hard is an arrow puzzle, really? Instead of guessing, we measured all 135 published levels on this site: how many rounds each board takes, how many arrows are free at the start, how far 3D arrows travel and how often a careless player fills the match tray. Every number on this page is computed from the level data when the site is built.

Key points
  • Level 2 of the classic set has 33 arrows and takes 11 rounds; level 1 has 5 arrows and takes 1.
  • Spike levels take 11 rounds on average in the classic set, against 8.3 on regular levels.
  • Arrow Cube 3D spikes take 27.3 rounds, 2.1× as many as its regular levels.
  • In Arrow Match 3D a short-sighted player fills the tray in 0% of games on level 1 and 99% on level 15.

How we measure difficulty

Arrow puzzles have a property that makes them easy to measure: removing an arrow never blocks another one, so any free arrow is a safe move. That lets us describe a board with a few plain numbers instead of a vague star rating.

  • Rounds. Imagine removing every free arrow at once, then every arrow that became free, and so on. The number of rounds until the board is empty is how deep the chain of blockers goes. A board with one round is a warm-up; a board with ten rounds hides its last arrows behind nine layers of others.
  • Free at the start. The share of arrows you can tap right away. The lower it is, the longer you search before the first move.
  • Tray failure rate. Only for the match mode, where a bad order can lose: how often a simulated player who never looks ahead fills the seven slot tray.

These numbers describe the levels, not players. We do not collect play data, so nothing here says how long real people take or how many give up.

Rounds per board, mode by mode

Every mode follows the same curve: a gentle tutorial, a shock at level 2, then waves with a spike every five levels and a lighter level after each spike. The table shows how much deeper the spikes are.

ModeLevelsRounds, regularRounds, spike
Classic levels308.311
Arrow Maze206.910.5
Arrow Bounce207.311.8
Arrow Cube 3D151327.3
Arrow Escape 3D355.46.3

Averages; level 1 of each mode (the tutorial) is left out.

Classic levels: the level 2 shock

The 30 classic levels run from 5×5 to 11×11 boards. Level 1 is a tutorial with 5 arrows that clears in 1 round. Level 2 jumps straight to a 11×11 board with 33 arrows and 11 rounds, which is close to the deepest board in the whole set (12 rounds).

Spikes are harder in two ways at once. They are deeper (11 rounds against 8.3), and fewer arrows are free when you start (33.2% against 39.7%). Our strategy guide shows how to work through a deep board one round at a time.

Arrow mazes: long arrows, deep boards

Arrow Maze packs long, winding arrows into outlines from 8×8 to 24×24. An average maze has 24 arrows that are 6.5 cells long, and the longest single arrow covers 29 cells. Fewer, longer arrows do not make a maze shallow: spike mazes take 10.5 rounds on average, because one long body can block lines on the far side of the board.

Bumpers: how many arrows really bounce

A bumper only matters if an arrow uses it. In Arrow Bounce a board has 9.8 bumpers on average, and 61% of all arrows turn at least once on their way out. Spike boards take 11.8 rounds against 7.3 on regular ones.

3D blocks: the deepest boards on the site

Arrow Cube 3D shapes hold 8 to 125 blocks. Because a block can be hidden behind others on every side, 3D shapes go far deeper than flat boards: spikes take 27.3 rounds on average and the deepest shape takes 36. On those spikes only 3% of blocks can move at the start, against 18.9% on regular shapes.

3D frames: arrows that wrap around edges

In Arrow Escape 3D the arrows live on the surface of 25 different frames, from cubes to voxel models like a house or a castle, across 35 levels. 47% of the arrows bend over at least one edge onto another face, and the longest covers 16 squares. These boards are shallower than the cube mode (at most 8 rounds) but wider: about half of the arrows are free at the start (54.4% on regular levels, 45.9% on spikes), so the challenge is checking the far side, not digging.

The match tray: when careless play fails

Arrow Match 3D is the only mode where a level can be lost by playing free moves in the wrong order: every block drops into a 7 slot tray, three of a colour clear, and a full tray ends the level. To measure that, we let a simulated player try every level 200 times. It always finishes a pair when it can, otherwise adds to a single, otherwise starts a new colour, and never looks further ahead.

LevelBlocksColoursFreeFails
112280%
2 (spike)275860%
318370%
43041124%
5 (spike)3661284%
6184622%
73651254%
84551459%
94861681%
10 (spike)4871786%
112741011%
124561379%
134261166%
146071779%
15 (spike)7582499%

Free: blocks you can tap at the start. Fails: share of 200 simulated games in which the tray filled up. Flame: spike level.

The curve is easy to read: the tutorial never fails, breathers stay low, and the spike levels average 82%. Every level still has a stored solution that never holds more than 6 tiles at once, so a player who plans one or two colours ahead can clear all of them.

What this means when you play

  • A level that feels impossible is usually just deep. Count rounds: clear everything that is free, then look again.
  • Spike levels are marked with a flame. Expect roughly 1.3× the depth of the levels around them on flat boards, and more on 3D shapes.
  • On 3D frames, turn the shape before you tap. Half the arrows bend around a corner, so the blocker is often out of sight.
  • In the match mode, plan colours, not moves. Finishing pairs keeps the tray empty; opening many colours at once is what fills it.

Method and limits

All levels are generated by our own code from fixed seeds, checked by a solver and locked once published, so these numbers only change when new levels are added. Rounds are computed by removing all free pieces at once until the board is empty. The tray failure rate comes from 200 seeded runs per level of the simple player described above; a real player who looks ahead will fail far less often. The figures are recalculated every time the site is built, so they always match the levels you can play.

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