Arms for Days, Problems for Breakfast đď¸đ
Meet a hero whose handshake could cross a city block. Mr Long Hand is a delightfully ridiculous physics platformer where your arms arenât just longâtheyâre the whole control scheme, the joke, and the solution. Youâll slap buttons across the room, hook onto moving cranes, yank levers while dangling by a pinky, and rescue poor citizens from precarious ledges with a reach that would make any octopus jealous. Itâs equal parts agility, timing, and âdid I really just do that,â with a cozy dash of slapstick that makes every win feel like a magic trick you taught your own thumbs.
Grab, Swing, Launch: The Holy Trinity of Stretch âď¸đŻ
Movement is a conversation with momentum. Tap to extend a hand and it shoots out like elastic lightning; catch a ledge and the body follows, swinging into a graceful arc that begs for a second grab. Chain attachments and youâre suddenly Tarzan with a rubber band license, soaring over spike pits and billboard mazes, popping off at just the right angle to land in a roll that would impress a stunt coordinator. Yank too hard and youâll ricochet into a wall with comedic dignity; time it just right and youâll thread a window, smack a switch midflight, and hear a door far away sigh open. Itâs kinetic, readable, and absurdly satisfying.
Puzzles That Ask Nicely, Then Cackle đ§Šđ
No repeated key-hunt hereâpuzzles lean into your stretchy toolkit. One room wants you to hold two levers at once with split arms while nudging a crate with your hips. Another turns the floor into conveyor belts that fight your rhythm, so you anchor one hand like a ship mooring while the other darts ahead to snag a moving hook. Magnetic panels lock your palm in place until you flick your wrist just so, and pressure plates force those glorious âoctopus yogaâ moments where every limb is doing unionized labor. The solution is never âpixel perfect,â itâs âphysics clever,â which is a lot more fun.
Rescues with Heart, Humor, and Helium Balloons đđ
This isnât only about your acrobatics; itâs about the people who need them. A baker trapped behind a rolling oven. A scientist dangling from a drone. A cat who considers your outstretched index finger a perfectly acceptable elevator. Each rescue is a mini set piece: stabilize a collapsing scaffold by anchoring one hand to a beam while you swing the other to grab the NPC, then carry them like a proud, stretchy backpack to the safe zone. NPCs wiggle, wave, and occasionally panic-react in ways that alter weight and swing cadence, so you must compensate in the air. The comedy is baked inâthe gratitude is earnest.
Levels with Personality (and a Sense of Humor) đşď¸đ
Youâll tour a city that was clearly not built to code. Rooftops stitched together by laundry lines and billboard brackets become a playground for forearms that donât know limits. Construction sites stack moving cranes and revolving girders into swing highways. A museum flips into stealth comedy: stretch through laser grids, pivot around statue noses, and use velvet ropes as slingshots (the curator will not be pleased). A stormy pier introduces wind gusts that push your arc, and later, glacial caverns add low-friction slides where you must plant a palm to brake before the cliff sighs you into the void. Variety stays high; the joke keeps landing.
Tools, Gloves, and Tiny Superpowers đ§¤â¨
Customization isnât just fashionâthough yes, thereâs a polka-dot glove skin that will change your life. Rubberized grips give extra stick on wet surfaces. Magnet mitts snap to metal anchors with a satisfying click. Spring cuffs add a micro-boost when you release, perfect for tight verticals. A âboomerang flickâ upgrade lets a missed grab reverse midair and salvage your pride. Everything stacks into a playstyle: go sticky and precise, or springy and chaotic. Neither is wrong; both are hilarious when they work.
Elastic Etiquette: How to Not Tie Yourself in Knots đ§ľđ¤š
Mr Long Hand is generous about mistakes. Arms can cross, uncross, twist, and snap back without punishing you with spaghetti logic. A quick âshakeâ input straightens your shoulders, while a gentle tug on either hand re-centers the body. The best runs happen when you treat hands like independent characters: left is the anchor, right is the scout; then swap roles mid-swing to keep rhythm. Youâll learn subtle tricksâfeather a grip for a wider arc, tap-release-tap to âwalkâ along ceilings, hold both hands out to âparachuteâ and bleed speed. Soon your movement looks improvised jazz: messy on purpose, clean in effect.
Boss Moments That Favor Brains Over Brawn đđ§
Expect set pieces, not sponges. A billboard titan rotates panels; you must slap the correct ones to reassemble an ad into a ladder, then climb it while dodging spotlights. A crane duo plays catch with explosive barrels; redirect their arc with a well-timed grab to deliver the package where it wonât ruin your day. The best encounter is a runaway train: clamp one hand to a roof rail, swing through broken carriages, hit emergency brakes with your free hand, then yank terrified passengers to safety as scenery blurs past. Youâre never shootingâonly solving, swinging, and saving like chaosâs most polite firefighter.
Sound That Teaches, Art That Reads đ§đ¨
Audio is the secret coach. A âtockâ confirms grip, a rubbery stretch rising tone tells you tension is building, and a soft âpopâ rewards clean releases. Switches ping when you tagged them midair, doors thunk from off-screen to hint direction, and NPCs shout helpful nonsense like âlonger!â (which, sure). Visually, layers are clean: foreground anchors glow just enough, hazards keep bold silhouettes, and your arms trail gentle motion lines that show the arc youâll inherit on release. Itâs clarity designed for speed and silliness.
Challenge Runs, Photo Mode, and Replay Gold đđ¸
Clear the story and unlock time trials where the clock dares you to go full goblin. Checkpoints shrink, swing lines tighten, and suddenly that optional billboard-to-crane transfer becomes mandatory if you want a gold medal. A tidy replay system records your best chaosâperfect for sharing the moment you thread two rotating hoops and face-plant into the finish with glamorous confidence. Photo mode is shockingly heroic for a stickman: freeze mid-swing, tilt the camera, and capture the elastic poetry of a rescue in motion.
Kids Laugh, Speedrunners Sweat, Everyone Smiles đśđĽ
The first half of the campaign is pure giggle fuel: big swings, forgiving grabs, and a difficulty curve that feels like a grin. Later acts respect mastery with tighter windows and rude-but-fair chain grabs that will have speedrunners scribbling routes in the margins of their brains. Accessibility stays front and centerâaim assists, color options, and âgrip forgivenessâ toggles let anyone find a groove. The game never demands perfection, only rhythm. And when you nail it, you feel brilliant.
Tiny Tips from a Very Long Arm đď¸đĄ
Grab high, release low; falling into a swing adds speed for free. Split roles: anchor with one hand, scout with the other. If your arc feels flat, pump onceâextend farther on the upswing, retract on the down. For double-lever puzzles, pre-aim the second hand before you release the first; your body will rotate into alignment like itâs agreeing with your plan. Rescue missions go smoother if you hug cornersâNPC weight shifts shrink arcs, so give yourself taller hooks to compensate. And when panic sets in, remember the shake-straighten; itâs a reset for both limbs and nerves.
Why Youâll Keep Reaching on Kiz10 đâ
Because Mr Long Hand turns a silly premise into a skill toy you canât put down. Itâs playful enough for five-minute swings, deep enough for hour-long routing sessions, and warm-hearted throughoutâevery rescue feels like a tiny parade, every perfect chain-grab like a secret handshake with gravity. Youâll come for the absurd arms, stay for the crisp physics, and return for the joy of saving one more baker, slapping one more switch midflight, and discovering one more route that makes you laugh out loud at your own audacity. Stretch in, hero out; the cityâs within armâs reach.