What is Winding Path?

Winding Path is a single-stroke grid puzzle. Two red dots mark the start and end on a square grid partially blocked by dark obstacles. Draw one continuous line that begins at either dot, ends at the other, and passes through every free cell exactly once. A complete grid is a win; any empty cells mean a loss.

How to play Winding Path

  1. Choose one of the two red dots as your starting point.
  2. Draw your path cell by cell, navigating around the dark blocks that obstruct the grid.
  3. Pass through every free cell exactly once without crossing your own line.
  4. End at the second dot after filling the entire grid. Only a fully covered grid counts as a win.

Why the single-stroke constraint matters

Winding Path strips the genre to its core question: can you fill the grid. You work against geometry rather than a timer. The dark blocks create bottlenecks and force certain entry-exit patterns in specific cells. Identifying these constrained cells first lets certainties propagate across the board. The separate undo and redo buttons encourage exploring branches rather than solving entirely in your head.

Reading the feedback

The game declares success or failure only at the end. A fully filled grid is a victory. Two empty cells mean the puzzle is not solved. There is no partial credit. While drawing, use the undo button to step back and the redo button to replay a branch without starting over. The light bulb icon provides hints when needed.

Modes

Grille du jour: One daily grid with a unique day number, block arrangement, and dot placement.

Grilles passées: Previous puzzles are accessible through the menu, with a direct link to the prior day above the board.

Tips for solving the path

Start with narrow places. Cells trapped in corners or pressed against blocks usually allow only one passage. Lock these forced segments in before tackling open areas.

The two dots are interchangeable. If a path dead-ends from one starting point, trace from the other dot to see the grid from a different angle.

Use the separate undo and redo buttons to test uncertain branches. Backtrack to a decision point with undo, then replay the sequence with redo if it proves correct, preserving all prior work.

Common questions

Can you leave cells empty?
No. The site's own examples confirm that all cells must be filled to win. Two empty cells constitute a failure.

Which dot should you start from?
Either one. The rules require starting at one dot and ending at the other, without specifying which is first.