# Hoppy: Sequence Recall Puzzle — Repeat the pattern on a grid

> Repeat the pattern on a grid (iPhone/iPad app by DevCraft.)

- Source: https://appshunter.io/ios/app/hoppy-sequence-recall-puzzle/id6757107278 (this page in markdown: same URL + `.md`)
- Developer: [DevCraft](https://appshunter.io/developer/1824666315)
- Category: Games, Puzzle
- Price: Free
- Age rating: 4+
- Requires: iOS 15.0 · 69 MB
- Languages: American English
- Released: 2026-01-06
- Data updated: 2026-09-30
- User reviews in markdown: https://appshunter.io/ios/app/hoppy-sequence-recall-puzzle/id6757107278/reviews.md

## What is Hoppy?

A little hero hops in from above and bounces across the grid — tile to tile, lighting each one as it lands, each with its own colour, shape and tone. Watch the path. Then tap it back, exactly.

That's the loop. It gets long fast.

A HERO, NOT A SEQUENCE
Nothing just blinks at you. You are watching someone travel, so you remember a journey instead of a list. The path walks across neighbouring tiles in shapes you can feel — runs, arcs, mirrors, loops, zigzags. That is why it sticks in your head, and why it is still fair when it gets long.

HEARTS MEAN SECOND CHANCES
Three tries per run. A wrong tap costs one and replays the round — only your last heart actually ends things. Most games like it end you on the first slip. This one doesn't.

FAILURE WORTH WATCHING
Miss, and your follower lands on the tile you tapped: it turns red, and the tile you should have tapped lights up beside it with a check. You always see exactly what went wrong, then the path plays again.

A TRIP WITH FRIENDS ALONG IT
Every fifth round is a landmark — Mossy Bridge, Mushroom Grove, Windy Hill and on. Reaching one is a win: a spark bonus and a checkpoint, so PLAY picks up just past it. The first six each free a friend who hops beside you and brings a perk — a slower hero, a hint at the first tile, a free miss.

GEAR UP FIRST
Landing tiles earns sparks. Spend them before a run on what you actually need: extra lives, extra peeks, a revive. Boosts last the run, so every start is a real choice.

ONE PATH A DAY
The daily challenge is seeded by the date — the same path for everyone, one life, no checkpoints, no gear. Play it every day to build a streak.

THE BOARD GROWS
3x3 becomes 4x4 becomes 5x5, and the colours grow from three to seven. Every round is a fresh path, so a bigger board never asks you to unlearn the last one.

JUST PLAY
No accounts. No sign-in. No connection required. Anonymous analytics are optional — switch them off in Settings.

Watch the path. Tap it back. See how far you get.


## Version history (last 5 releases)

### 2.5.0 — 2026-09-29

Hoppy goes on a trip.

LANDMARKS EVERY FIVE ROUNDS
Mossy Bridge, Mushroom Grove, Windy Hill and on. The home screen shows the next stop and how far away it is. Reach one and it is a win: a spark bonus, a checkpoint, and the choice to keep hopping or head home. Your next run picks up just past it.

FRIENDS ALONG THE WAY
The first six landmarks each free a friend who hops beside you in place of Blu, and each brings one perk: a slower hero, a hint at the first tile, a free miss every stage, extra sparks, an extra heart, or an extra peek. Swap between them when you gear up.

A CLEARER MISS
Tap the wrong tile and your follower lands on it: it turns red, and the tile you should have tapped lights up beside it with a check. Hoppy waits at the bottom looking sorry for you instead of jumping over.

A CALMER CLEAR
Clearing a round is a short cheer from the two heroes, then the result above the board with a little confetti. No more shaking screen.

A GENTLER CLIMB
Longer paths and bigger grids now arrive much later, and every stretch between landmarks opens easy and builds up to the landmark itself. The board picks up a new colour as you travel.

ADS, AND DOUBLE SPARKS
This version adds ads. When a run ends you can choose to watch a short ad to double the sparks it earned. There is also an occasional full-screen ad when you leave the run-over card: never during a run, never in your first three runs, never right after a new best, and never twice within a minute and a half.

### 2.3.0 — 2026-09-21

Your first round now teaches itself.

A FIRST ROUND THAT WAITS FOR YOU
On the very first round of your first run, a wrong tap costs nothing. The hero hops over, stands on the tile it meant and lights it, and the round waits — so your next tap is the one that works. Nobody should spend three tries working out what the game is asking for.

IT ONLY HAPPENS ONCE
Clear a single round and the help stops for good. Every round after that is the real game: three hearts, a wrong tile costs one, and the daily board never forgives at all.

A NEW NAME
Imprint is now called Hoppy, after the little hero who hops the path. Same game, same save, same grid — the icon on your home screen just has a new label.

### 2.2.0 — 2026-08-10

A new look, and a lot more to read at a glance.

A LIGHTER GAME
Imprint has moved from a dark screen to a light, papery one. It holds up far better outdoors and at low brightness, and the seven tile colours finally have somewhere to sit. The tiles are lit from above now, so the board reads as something you could touch rather than a flat grid.

YOU CAN SEE THE PATH
A glowing trail follows the hero, so you watch a route being drawn rather than tiles taking turns lighting up. Long paths are shown in phrases: the hero takes a breath between each pattern chunk, so a path of nine plays as four and five instead of nine in a row.

EVERY ROUND ENDS ON A CARD
Clear one and it tells you what it paid. Miss a tile and it shows how many tries you have left, right there, instead of a line of text that scrolls past.

THE END OF A RUN
The summary card now says what the run meant rather than just the number you reached — it calls out a new best, and the two heroes stand underneath it reacting to how it went.

CONTROLS WHERE YOU REACH FOR THEM
Hearts and Peek sit together at the top, where you read them mid-round. The home button has its own corner, and it asks before it ends a run — and tells you your sparks are safe either way.

GEAR UP AND SETTINGS
Each boost carries its own mark, and adding one tells you what you will have left over. Settings is grouped rather than listed, so sound, reminders and privacy are easy to tell apart.

There is a new app icon, and every card settles into place instead of snapping in.

Fixed: a double tap on the tile you just landed on no longer costs a try. On iPad, the bottom row of tiles could sit underneath the message pill.

### 2.0.0 — 2026-07-21

Imprint has been rebuilt from the ground up.

A hero mascot now hops the path across the grid, so you watch someone travel instead of watching tiles blink. Hearts give you three tries per run instead of ending you on the first slip. Checkpoints let you pick up where you left off. There's a daily challenge with a streak, a pre-run loadout to spend sparks on, and a board that grows from 3x3 to 5x5 as you climb.

### 1.0.1 — 2026-03-05

Improved UI, clear progression

## Apps similar to Hoppy

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| --- | --- | --- | --- |
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## More apps by DevCraft

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- [Stackfall: Tap Drop Stack](https://appshunter.io/ios/app/stackfall-tap-drop-stack/id6759299975)

All apps by DevCraft: https://appshunter.io/developer/1824666315

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-09-30.*
