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Hadukis

Parking Tangle

by Hadukis

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About

Tap a car and it drives out to the road - if it can. 200 levels of untangling a very full car park.

How to play

Tap a car and it drives out to the road. If something is in the way it drives up to it and stops there, which frees the bays behind it. Swipe a car to send it out the other way. People wait outside some of the gaps - send them a car of their colour and they all pile in.

Screenshots

Parking Tangle — screenshot 1Parking Tangle — screenshot 2Parking Tangle — screenshot 3Parking Tangle — screenshot 4

Game details

Developer
Hadukis
Released
September 18, 2026
Technology
HTML5, plays in the browser
Platforms
Computer, phone and tablet
Orientation
Portrait
Price
Free, no account, no download

About Parking Tangle

Parking Tangle is a parking-jam puzzle with an actual puzzle underneath it. The lot is full, everybody wants to leave at once, and you tap a car to send it driving out the way its nose points. If the lane is clear to a gap in the kerb, it is gone. If it is not, it drives up to whatever stopped it, knocks into it and parks there — which costs you a move and is usually the whole point, because it frees the bays it came from, and those bays are what the car in the next lane was waiting for.

There is nothing to match and no colour to decode to get out. The lot is walled in with concrete blocks, chained bollards, boom gates and wheel stops, and any car fits through any gap. What you are reading is space, not colour: which lane empties first, and what the emptying leaves behind.

Two things belong to this game and to no other one in the genre. The first is the people at the kerb — small groups waiting outside some of the openings, each group in one of the car colours, worth two hundred points a head. Send them a car of their colour and the whole group piles in. Send them the wrong one and it drives straight past them. Which gap you aim a car at stops being obvious the moment they appear.

The second is pedestrians inside the lot. Drive over one of your own colour and you pick them up; any other colour blocks you as solidly as a wall. Dogs match everything, guards match nothing, and children hide behind a parent until the parent is collected. They step once per move, so they are not random — you can plan around them, and planning around them is most of what the later worlds ask.

Nine kinds of vehicle break the rules in nine directions. Taxis only leave through the bottom. Fire trucks are two bays long and can never reverse. Ambulances hand a move back. Ice cars take two taps. Tow trucks drag the car behind them out as well. And police cars never move at all — they are scenery, and you clear the lot around them.

Two hundred levels across ten worlds, from a four-by-seven lot up to twelve-by-twelve with forty-odd cars in it. Every level is built so that it cannot be unsolvable and then re-solved and replayed by a verifier through the same rules the game uses, so a level that ships is a level somebody — something — has finished. Twelve kinds of objective rotate through them, and levels ten and twenty of every world are a boss. On top of that: a daily challenge seeded by the date, a weekly gauntlet, an endless mode that never stops getting busier, and prestige when you have finished the lot.

It is built portrait-first for a phone, it makes no network request of any kind once it has loaded, and it keeps what you have done in your own browser. No account, no ads, nothing to buy.

Controls

Tap a car
Sends it forwards, the way its nose points
Swipe a car
Sends it out the other way instead
Arrow keys
The same two moves on a keyboard
The barrier tool
Knocks a barrier out of the kerb and opens a new way onto the road. Three times a level
The RUSH button
Five seconds of slow motion, once the meter is full
Pause, or leaving the tab
Stops the clock. The game pauses itself when it loses the screen and never resumes on its own

Tips

  • A car that cannot leave is still worth tapping. Shunting it two bays up its lane is often the only way to free the bays behind it, and those bays are usually the ones that matter.
  • Look at the kerb before you look at the cars. The colours waiting outside decide which exit is worth two hundred points a head and which is worth nothing, and that changes which lane you want to empty first.
  • Collect a pedestrian on the way out, not on a trip of its own. A car that picks up two of its own colour while leaving is the same single move.
  • Police cars are the shape of the level. Find them first and work out which lanes they have already decided for you, because nothing you do will move them.
  • Save the barrier tool for a lane that is walled in at both ends. Using it to save one move on an open lane is the most common way to lose a three-star run.
  • Combos need two seconds between exits, so when three cars of one colour are all free, send them one after another rather than tidying something else up in between.

What changed

  • Released. 200 levels across 10 worlds, 9 car types, 5 bosses, a daily challenge, a weekly gauntlet, endless and prestige.

Parking Tangle is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.