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Elemental Tiles

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4 Levels 5 Points

Complete 4 levels.

8 Levels 10 Points

Complete 8 levels.

12 Levels 25 Points

Complete 12 levels.

16 Levels 25 Points

Complete 16 levels.

20 Levels 50 Points

Complete 20 levels.

24 Levels 100 Points

Complete 24 levels.

Author Comments

Use the power of elements to solve the puzzles and reach the exit of each level in this grid-based puzzle game.


Move: WASD or Arrow Keys

Undo: Z or U

Reset: R

Back: Esc or B

Update 1

Fixed a bug in later levels where enemies could fall through the floor.

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Great puzzle game! The pacing is great besides the difficulty spikes that sometimes happens once in a blue moon.

The other day I beat the game for all the medals and I didn't get them. It didn't give me the last one for some reason, so I decided to exit the game and come back another day. I come back and I still don't have the last medal and all my progress is gone so I can't even go to the last level... What do I do?

how to do level 10 help

edit: https://www.youtube.com/watch?v=LmLRgLfSazE

Another really solid game! I'm not usually one for tile-pushy games, but something about it being 'spells' made my brain think I was having a blast, haha. The power of theming, I suppose. Felt like the game did a great job with the level design, in that it constantly kept the variety up by introducing new mechanics and upping the complexity, while still also providing ways to make the new systems feel very intuitive. I found myself getting easily addicted to it. Didn't suffer any major issues that I could tell, apart from I did think some of the symbols were a bit confusing: the symbol for 'wind' (at least I think it's wind) might be better represented with a swooshy spiraly line instead of the snowflake looking thing. Solid work all around!

I had a fun playing your game. I played until Level 17 (probably will keep playing). It's like sokoban but with special powers! The music was very catchy, and kept me playing. You did a good job with teaching the player how each power works.

Some feedback:

When beginning a new levels, sometimes it's hard to tell where the player starts, since the color contrast between the player and the background texture isn't very contrasting. Maybe highlighting the starting point with an arrow, or some kind of a pointer for a brief moment may help.

At first, I wasn't sure if the edge of the screen was a barrier. (Turns out it is.) Wondering if it was intentional to not use an outer wall. If so, why?

Thanks for sharing your game!

Credits & Info

4.15 / 5.00

Dec 1, 2020
1:44 PM EST
  • Stencyl
  • LMMS
  • Inkscape