Ember & Tide
PuzzleFree to playTwo friends on one keyboard: Ember crosses lava, Tide crosses water, and neither survives the other pool. Collect every gem, hold plates open for each other and reach both doors.
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Ember & Tide is a two-player puzzle played on one 12x12 board. Ember is the flame on the left, Tide is the droplet beside it, and each has its own door. A level ends only when both characters are standing in their own door at the same time, so neither player can finish the board alone.
The two characters are not interchangeable. Lava is safe for Ember and fatal for Tide; water is safe for Tide and fatal for Ember. Spikes are fatal to both. Walking into the wrong pool does not block you — it kills that character and restarts the level, which resets both positions and every gem you had picked up on that attempt.
Gems are the lock on the doors. A locked door shows a padlock and refuses entry; collect every gem on the board and both doors open. Some gems sit inside lava or water, so only one of the two characters can ever reach them.
Plates are the co-op key. A gate is solid while every plate is released and opens while either character stands on a plate. That means one player has to hold a plate while the other crosses. Two plates — one on each side of a gate wall — let you leapfrog: the first player holds a plate, the second crosses and stands on the far plate, and then the first can cross while the second keeps it open.
Levels introduce mechanics in order: walking, lava and water routes, gems behind hazards, plates and gates, spikes, and finally boards that combine all of them. There are 10 levels, and the board, spawns and doors are fixed, so a level plays the same way every time. On desktop, Ember answers to WASD and Tide to the arrow keys. On a phone, drag on the left half of the board to steer Ember and on the right half to steer Tide, so two thumbs can move both characters at once.
Score rewards progress rather than speed: 1000 points per cleared level, 100 per gem, 50 for finishing the final door pair, minus 20 for every fall. A clock counts up but does not run out.
Controls
- W A S D — move Ember
- Arrow keys — move Tide
- Phones and tablets: drag on the board — the left half steers Ember, the right half steers Tide
- R — restart the current level
- Pause button in the game frame — pause the run
Tips & Tricks
- 1Plan the route in two halves: which gems only Ember can reach, and which only Tide can reach
- 2A plate only helps while someone is standing on it, so decide who finishes last before you step off
- 3With two plates, the second player should park on the far plate before the first player leaves the near one
- 4Deaths reset gems on the level, so a risky gem is usually worth taking after the safe ones
- 5If a gate closes while you are standing on its tile you are not hurt — walk out and it becomes solid again
- 6Keep both characters moving on separate keys; a single key press is one tile, holding it walks until you let go
Frequently Asked Questions
Can one person play Ember & Tide alone?
Yes, but it is slower: you alternate between WASD and the arrow keys. The boards assume two bodies because a plate has to be held while someone walks through the gate.
What happens if Ember steps in water?
The level restarts. Ember cannot swim, just as Tide cannot cross lava. Spikes restart the level for either character.
Do I have to collect every gem?
Yes. The doors stay locked until the last gem is collected, and the padlock on each door shows the lock is still on.
How does a gate open?
While either character stands on a plate, every gate on the level is open. Step off the plate and the gates close again unless the other character is standing on another plate.
Is there a time limit?
No. The clock counts up so you can compare runs, but it never ends a level. Deaths, not time, are what cost you points.
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