Fun School 2: For the Under-6s
DOSEducational
Documented for this version
Arrow Up | Move up |
|---|---|
Arrow Down | Move down |
Arrow Left | Move left |
Arrow Right | Move right |
How it plays
Each stage is viewed from a fixed top-down perspective. The objective is usually to collect every heart in the room while surviving hazards and preserving the positions needed to reach the exit or complete the layout.
The character walks around the grid, pushes movable rocks, and uses the environment to open a safe route. Progress comes from solving rooms in sequence; restarting a stage is often preferable to continuing after a bad push. Timing matters in rooms containing moving or dangerous elements.
Plan your run
Plan the complete route before pushing a rock. A rock moved into a corner or against an obstacle may permanently block a heart or passage.
Before you begin
Study the room before moving.
Avoid making irreversible pushes until their destination is clear.
Use restarts to refine the order of actions rather than relying on reaction speed.
Heartlight is a tile-based action-puzzle game developed by xLand for DOS. The player guides a small character through single-screen rooms, collecting hearts while manipulating rocks and avoiding hazards. Its design combines Sokoban-style planning with timing and physical movement, so a solution can fail if an object is pushed into the wrong position or a danger is approached too quickly. The game is built around compact handcrafted stages rather than a conventional story campaign. Each room introduces a spatial problem, and later layouts demand more careful sequencing of movement and object interaction. Heartlight was generally recognized as a thoughtful, challenging puzzle game, especially among European computer-game players, although its difficulty and relatively simple presentation limited its broader profile.
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