Game mechanics
To explain the mechanics of Lilypads, let's begin by showing a concept image with the main game objects.
Each game level in Lilypad is represented by a pond from a top view where a number of lilypads lie. Grof can jump from one lilypad to an adjacent one.
Insects may be scattered between lilypads, so that Grof can eat them as he jumps from one lilypad to the other:
Lilypad is played by tapping on the lilypad the player wants Grof to jump to. The following screenshot represents the player tapping on a lilypad to have Grof jump on it:
Each pond is a game level that challenges the player with a given configuration of a given number of lilypads.
Grof can jump to any adjacent lilypad in the eight cardinal directions, as shown in the following figure:
Lilypads sink after Grof has jumped on them, so that the player must resolve each scheme by jumping on each lilypad only once.
To clear a level the player must find the solution that fits the scheme given by the configuration of lilypads...