That Level Again Walkthrough All Levels
In the world of minimalist mobile gaming, few titles have etched themselves into players’ memories quite like That Level Again. With its monochromatic palette, deceptively simple graphics, and a curious premise, the game lures players into a loop of puzzling déjà vu. And yet, despite its repetitive visual setup, every level feels like a new challenge—one that demands wit, timing, and out-of-the-box thinking. If you’ve ever found yourself stuck, puzzled, or slightly frustrated, you’re in the right place. That Level Again Walkthrough All Levels guide is your definitive companion to clear one level at a time.

There’s something oddly satisfying about cracking the code behind a level that looks just like the last but behaves like nothing you've encountered before. Whether you're a first-time player or returning to beat your old record, That Level Again Walkthrough All Levels provides you with a solid, structured approach to all 80 levels in the game. You’ll discover how each stage subverts expectations and rewards creativity rather than brute force.
This walkthrough isn’t just a list of solutions. It’s a mind-map of methods, hints, and insights that walk you through the developer's clever tricks. You’ll get full clarity on everything from the seemingly straightforward tasks to the downright frustrating riddles that make you question your gaming instincts. And here’s the kicker—this isn’t your typical hand-holding walkthrough. Instead, it offers subtle nudges, exact solutions, and logical breakdowns to keep the fun alive while preventing those rage-quits.
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What Makes That Level Again So Unique?
Let's tackle the fundamental question: how does a game that consistently utilises the same level design maintain its freshness? The answer lies in its intelligent design. In That Level Again, repetition isn’t redundancy—it’s a riddle. Each level challenges the way you think, encouraging players to question their assumptions about what a puzzle should be. The game throws in red herrings, invisible triggers, ironic traps, and fourth-wall breaks that flip standard logic on its head.
From a design perspective, it’s a minimalist marvel. The stark visuals—simple black backgrounds with red spikes and a sad-looking stick figure protagonist—don’t distract from the core gameplay. Instead, they create a blank canvas upon which creative mechanics unfold. Each level is a psychological experiment in your ability to adapt and learn.

And here’s where this That Level Again Walkthrough All Levels comes in handy. With the solutions laid out clearly, you won’t miss out on appreciating the artistry behind the madness. In fact, once you see the logic behind some of the most mind-bending stages, you'll gain a new respect for how cleverly constructed this game truly is.
Why You Need a Complete That Level Again Walkthrough All Levels
You may ask yourself, “Why follow a walkthrough? Doesn’t that defeat the point of a puzzle game?” Not quite. That Level Again isn’t about grinding through brute challenges—it’s about discovering. Occasionally, the solution is so obscure that it borders on philosophical. A few levels demand actions you wouldn't consider in traditional gameplay—like tilting your phone, waiting patiently, or even exiting the game and coming back. That’s not cheating; that’s insight.
The value of a complete "That Level Again" Walkthrough for All Levels lies in the balance it provides. It lets you stay engaged with the game without losing hours scratching your head over a single level. You’ll not only get the “how” but also the “why” behind each move. With each level’s logic exposed, you’ll learn how to recognize patterns, question game mechanics, and anticipate unconventional solutions in future puzzles.
Moreover, this guide is designed to be reader-friendly, with bite-sized explanations for each level, strategic tips, and subtle warnings where things might go wrong. Whether you're speeding through or playing leisurely, this walkthrough ensures you’ll never feel lost.

Next up, we’ll begin the core walkthrough. You’ll get a level-by-level breakdown starting from Level 1 in the first gameplay section of our That Level Again Walkthrough All Levels. Are you prepared to uncover the mysteries and preserve your sanity?
Let’s begin.
Walkthrough: All Levels in That Level Again
Level 1 — Plain and Simple
This is your warm‑up. Simply walk or jump onto the red button, which opens the door. Then walk through and complete the level. Nothing more — nothing less. It sets the basic expectation that “button → door opens → exit”.
Level 2 — Try More
This one wants you to push that red button three times. So approach the button, press it once, then again, then a third time — only then will the door unlock. A little odd, but that’s the trick.
Level 3 — Just Press On It
Instead of walking, here you need to tap the red button with your finger (on the touchscreen). A direct tap triggers the door, rather than standing on it. It plays with expectation: the button isn’t activated by standing — but by a direct touch.
Level 4 — Back
Rather than interact with anything new, the trick here is to walk backwards — go to the left side (back) of the screen/room. That “backwards” motion fulfils the condition, and the door opens accordingly.
Level 5 — Try Dying
This level flips conventional logic: to open the door, you must jump into the spikes and let yourself die. The death triggers the mechanism, and then after respawn you can exit through the now‑opened door. Yes — dying intentionally is the solution.
At moments you’ll be thinking: “Really? I have to die? Or shake my phone? Or change my Bluetooth settings?” Yet that’s the charm.
Level 6 — Don’t Touch It
Ironically, this level asks you to avoid touching the red button entirely. Don’t step on it. Do nothing unusual, just proceed (or wait), and the door will become accessible. It tests your resistance to the obvious.
Level 7 — Press Harder
Here, pressing from ground level won’t do. You must jump from a higher platform onto the red button — a stronger impact than a simple walk — to trigger the door opening.
Level 8 — Shambles
The controls are mixed up in this level. So your typical movement buttons are scrambled. To solve: ignore instinctive pressing. Instead, carefully walk toward the door, figuring out which control corresponds to movement now. Once you reach the door, the level completes.
Level 9 — Faster Faster Faster
This level demands speed and rhythm: you must push the red button many times rapidly — a fast sequence — until the door fully registers the input and unlocks. Hesitation won’t do.
Level 10 — Another Control
The normal movement buttons don’t work the way you expect. Instead, you must drag the character directly with your finger — first onto the red button, then drag again through the door. Touch‑and‑drag replaces walking controls.
Level 11 — Press Pause
Here the trick is unusual: you need to walk your character into the “Pause” UI button (often at top-right of screen). That triggers the door to open. In short: treat the UI as part of the puzzle, not just a menu.
Level 12 — Bad Weather
A twist on gravity/speed: the “wind” slows down your walking speed dramatically. So move slowly, anticipate delays, and carefully make your way to the door — keeping patience is key.
Level 13 — Knock Knock
The door won’t open via the button. Instead, tap the door itself several times to “knock,” and after enough taps it will swing open. Sometimes, direct interaction with the door is the answer.
Level 14 — Don’t Trust Your Eyes
The visuals deceive you: the “door” you see is actually an illusion/wall. What appears as a solid door might allow you to walk right through it — so just walk as though there is no door. Don’t overthink what it looks like.
Level 15 — Use Telekinesis
Here you aren’t the character — you become puppet‑master. Use your finger to drag/move a black platform in the room to create a path or activate something that triggers the door. The puzzle depends on manipulating the level geometry, not the character.
Level 16 — Sometimes You Are Mario
A hidden twist: go under the door, then jump to break the floor with your head, creating a hole. After floor breaks, go through the hole (instead of the door). It’s a clever misdirection — door ≠ exit.
Level 17 — Shabby Door
This one demands persistence: jump into the door (or at it) three times from a lower platform. Only after the third impact will the door “open.” It looks shabby for a reason — brute force helps here.
Level 18 — Save the Jumps
You’re limited this time — you only have two jumps. So you must use them wisely: jump only when absolutely necessary (for example, to reach the button or avoid spikes), and minimize wasted jumps.
Level 19 — Danger
Classic platformer warning: there are spikes that kill you. You must carefully dodge the spikes while navigating to the exit — precision and careful movement matter.
Level 20 — Save Your Soul
A clever puzzle: stand on the red button and press it with your finger in Morse code, spelling “SOS” (three short, three long, three short). That “code” triggers the door. Long press for dashes, quick taps for dots.
Level 21 — Moon
Gravity is reduced — like moon‑gravity. So when you jump, expect long, floaty arcs. Time your jumps carefully to avoid overshooting or missing platforms.
Level 22 — Play With Gravity
Even more devious: gravity changes dynamically when you press the jump button. Pulsing gravity alters motion, so you may need to jump more than once, or time jumps to control where you land.
Level 23 — Ok. Just Give Up
An odd twist on frustration: instead of solving the level in the “room,” you must pause the game, go to the “Levels” menu, and manually tap level 24. That triggers the transition — effectively “giving up” is progress.
Level 24 — Like in the Library
Another meta‑solution: pause the game, go into settings, and turn off music and sound effects. That silence apparently pleases the mechanism — the door opens. Strange but brilliant.
Level 25 — Moon and One Jump
Here you have just one jump allowed. The trick: first press the red button to open the door, then commit suicide (die) to respawn. Then after respawn, go under the button and use your single jump to reach the door. Requires precision and planning.
Level 26 — It’s Simple
A deceptively simple level — but practice helps. The solution is straightforward once you adjust to control quirks. Maybe the controls act slightly differently, but careful movement wins the day.
Level 27 — Like a Ball
This is a tilt‑based level: instead of buttons, you tilt your phone (or emulate tilt) to move the character. Think of being a ball rolling — lean to roll toward the door.
Level 28 — Try Like This
Another tilt level, but this time axes are reversed. So if you tilt left, character may go right; tilt right, character goes left (or similar invert). Recognizing reversed controls is half the solution.
Level 29 — Something Heavy
Here physics matters: behind the red button is a structure with spikes above. If you jump into the side of those spikes, you can knock them free — causing them to fall onto the red button. The weight triggers the button, unlocking the door.
Level 30 — On the Plane
This one breaks the in‑game logic: to succeed you must put your phone into Airplane Mode (disable network, Wi‑Fi, etc.). The game detects the change and unlocks the door. A real‑world action becomes the key.
Level 31 — Gravity Fails
Gravity behaves weird. The red button still exists — press it to open the door. But the tricky part is navigating — gravity changes unpredictably, so jumping or walking requires careful timing.
Level 32 — Next Photo
After walking onto the red button, you must slide the entire level to the left with your finger — like you’re dragging the screen. That re‑positions elements and triggers the exit.
Level 33 — Right Place to Die
Here death is again the solution, but location matters: you must jump into the spikes below the red button. Dying there spawns you in a favorable spot, enabling exit.
Level 34 — Ping
Inputs lag: there’s a noticeable delay between when you press a button and when the character moves. So you must anticipate timing carefully — press early, expect the cloud of delay, and time movement accordingly.
Level 35 — Pause Bug
Stay on the red button until the door opens, then pause the game. While paused, move (if possible) or exit through the opened door — the pause somehow bypasses normal collision rules.
Level 36 — I Am Fainting
Your phone must be shaken (or otherwise jolted) to trigger a change: maybe gravity shifts or the door unlocks. This level uses real‑world physical movement to solve a virtual puzzle.
Level 37 — Retreat
The door itself moves (or appears to). Walk next to the moving door at the right moment — when the door shifts back — then rush through. Timing and positioning win here.
Level 38 — Here You Are Zoomed Really Close
The camera zooms far in. The trick: trust your controls — even if visuals are confusing, move toward where the door should be. Sometimes the solution is just “move forward,” despite distorted perspective.
Level 39 — Volume
The game reads device volume. To progress, turn your phone volume all the way up. The volume change triggers the mechanism and unlocks the door.
Level 40 — Take It Easy
Controls randomly slide around the screen — the “left/right/jump” buttons change positions. You must watch carefully, discover which button is which, then press correctly to navigate to the door.
Level 41 — Stay on the Button
Rather than immediately walk through, you must stay on the red button even after door opens. Wait there until something changes — only then can you exit safely. Patience is the key again.
Level 42 — One More Button
This builds on previous ideas: walk onto the red button, pause the game, then open menu — somewhere in menu appears another red button. Press it, then resume and walk forward to advance. A meta‑level trick combining UI and gameplay.
Level 43 — Traps
Hidden traps lurk — you can’t just run through. You need to move carefully, avoid triggering traps, and find the safe path. It’s less about a button and more about dodging hazards and reading the level carefully.
Level 44 — Touch Your Corpse
First walk on the red button (top right), then intentionally kill yourself on that button. After respawn (or death), get to the middle button, then press the top-left button with your finger. A convoluted multi‑step solution — death + button‑switching.
Level 45 — Just One Finger
The level forces limitation: you can only press one control button at a time. No simultaneous inputs. So move carefully, one step at a time — press one button, wait, then press the next. Slow but effective.
Level 46 — Secret Way
Press the red button, then avoid the spikes that might kill you. Wait until a platform with spikes moves away/up, then jump onto that platform when it ascends — it carries you safely to the door. It’s a timing-based path rather than direct door access.
Level 47 — Upside Down
The entire level is inverted (rotated upside down). But mechanics remain simple — just adapt: gravity and controls make sense only if you reverse your intuition. Walk (which may feel like falling) toward the “door” to finish.
Level 48 — Find My Button
This one hides the real “open the door” trigger away from the usual level — you walk onto red button, then pause the game, go to “Menu → Options”, and there you’ll find a big “Open the door” button. Press it, resume, and advance.
Level 49 — Mirror
Another inversion: the level is flipped (mirrored or upside down). You must understand mirrored controls / mirrored space to reach the exit. Spatial reasoning matters more than reflexes.
Level 50 — Vector
Instead of buttons or tilt, control comes from drawing vector arrows from your character: draw the direction/trajectory, and the character moves along that vector to the door. It’s like drawing a path rather than using controls.
Level 51 — Hop Hop
The character jumps continuously without stopping once movement starts. So you need to plan your path carefully, avoid obstacles/spikes, and time your landing so you land near the door (rather than overshooting).
Level 52 — Lift Up
Rather than pressing, you need to lift the door using your finger — drag it upward. That opens space to exit. It treats the door as a movable object, not a static exit.
Level 53 — Push
No button this time — you simply walk (or push) directly into the door to move it or open it. The door responds to force rather than triggers.
Level 54 — Wake Up
The character is “sleeping” or inert. To wake him, you must tap the character directly. That awakens him, enabling movement, which eventually lets you reach the door.
Level 55 — Fast
The character moves very quickly — high speed. You must keep control: move fast but precisely to avoid spikes and hit the door before losing control. Timing and reflex dominate here.
Level 56 — Door Menu
This one hides the trigger behind a long press: tap and hold the door, then hit “OK” when a prompt appears — that opens the door. No button required.
Level 57 — L R U
A combination puzzle: you must press Left → Right → Up in that exact sequence to activate the door. It’s a code-like input rather than simple movement or button.
Level 58 — Fillthe gap
This level plays on words: in the title “Fillthe gap,” you literally must walk in the empty space between the words “Fillthe” and “gap” (in the level title text/graphic). A meta‑puzzle using the UI/graphics themselves.
Level 59 — Stuck in Time
On this tricky level, walk onto a middle platform, then press the “Pause” button to make the red button appear (hidden initially). Once the red button appears, step on it — the door will unlock.
Level 60 — Back 2
You must literally press the “Back” button of your phone or tablet (the system’s back/navigation button). That triggers the door — a real device-level input solves the puzzle.
Level 61 — Self‑operation
Here, the character moves on its own (auto-run or automated motion). Your job: let it move, then find a way to press the red button (or interact) as it moves — timing or indirect control wins. You don’t “drive” the character, you influence the level indirectly.
Level 62 — Password 1234
Go to the “Level Select” menu and tap levels 1 → 2 → 3 → 4 in order. Then return — the game recognizes this as the code and opens the door. Once again, the menu (not the level screen) becomes the solution.
Level 63 — Earthquake
Shake your phone (or the device) to simulate an “earthquake.” This triggers changes in physics or unlocks the mechanism — a real‑world motion makes the in‑game door accessible.
Level 64 — Hint
Stand on the red button, then tap the “Hint” button (usually in UI), then choose whether to rate the game or not. That choice triggers the door opening — the game uses meta‑prompts and reward screens to progress.
Level 65 — Touch Your Corpse 2
You must kill yourself on the red button (so the corpse is there), then stand on your corpse (or near it) and press the red button with your finger again — the corpse holds the button while you manually press, triggering the door.
Level 66 — Attention
Here, the control “buttons” are hidden — they are disguised as the spikes around the level. You must interpret the spikes’ position as controls and use them accordingly. A mind‑bending meta trick: environment becomes UI.
Level 67 — Traffic Light
Movement is regulated: you can move only when a “button” shows green or yellow, but not red — like a traffic signal. So watch the signal carefully; move only when allowed, and stop when it’s red.
Level 68 — Change of the Character
The controls or character behavior changes (maybe reversed or altered), but the level remains solvable if you adapt. It’s easy once you realize controls are slightly messed up. React, don’t assume.
Level 69 — Lick the Device
This one is absurd — you must swipe your fingers around the screen (like licking or rubbing) until a pop‑up appears — that pop‑up opens the door. It’s a humor‑oriented puzzle, turning touch interactions into game logic.
Level 70 — Left Right Up
The level title itself becomes control UI: the words “Left”, “Right”, “Up” are actual buttons on screen. Use them to move: press “Up” to jump, then left or right to move. On some devices multi‑touch is flawed, so a good approach is to jump first, then move left or right.
Level 71 — Roll On
Instead of tilt or buttons, you rotate your phone from left to right repeatedly — the character “rolls” accordingly, eventually reaching the door. It transforms device motion into character movement.
Level 72 — New Outlook
This level’s layout is split into smaller pieces that are randomized. The trick: maintain calm. Even blindfolded (figuratively), moving forward in small increments will eventually lead to the exit. It’s more about trusting the chaos than solving.
Level 73 — The Equation
Near the door, there are three numbers (or counters). You must make all three numbers the same, then when the door opens — jump fast to reach it before it closes. A mini‑puzzle plus reflex challenge.
Level 74 — !Follow the Arrow
Instead of traditional controls or buttons, a “Pass Level” button appears at the middle-top of the screen. Press it — the level ends immediately. It’s a bypass rather than a challenge.
Level 75 — Drawing
You must draw the path for your character with your finger — trace the way toward the door. The drawing becomes a “rail” along which the character travels. Controls are temporarily disabled — you draw the route, and he walks it.
Level 76 — Tooth
You need to turn on Bluetooth on your device. The game reads this change and triggers the door open. Another real-world device setting becomes the puzzle key.
Level 77 — Go Ahead
Forget thinking. This level just requires you to move forward until you die three times. After the third death, the door unlocks. Persistence (and self‑sacrifice) pays off.
Level 78 — New Control 2
Control is simplified: you can swipe the screen anywhere to move the character, and swipe up to jump. No buttons. Get used to swiping controls, then guide your character to the door.
Level 79 — Arrange
This is a complex one: you can drag the control buttons around the screen, and place them at custom positions. Then, to start moving, drag the “right” button onto the character — that will make him move. It challenges your drag‑and‑drop sense as much as your platforming.
Level 80 — Jigsaw Puzzle
The final (of these 80) turns the level into a mini‑puzzle: you drag pieces of the room/level to their correct places — reassemble the environment like a jigsaw puzzle. Once pieces snap into correct positions, the door becomes accessible.
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Reflections on Gameplay Experience
Playing through all these levels in That Level Again feels like a bizarre journey through a mind that loves to prank you. What begins as a simple “walk on button → exit door” game evolves — slowly but surely — into a surreal test of observation, logic, device‑awareness, and sometimes absurd creativity.
At moments you’ll be thinking: “Really? I have to die? Or shake my phone? Or change my Bluetooth settings?” Yet that’s the charm. The game never lets you rest on familiarity. Every single level — though visually identical — demands re‑thinking, re‑testing, and sometimes re‑booting your expectations.

You learn to treat the room itself as a riddle: “Is the door really the exit? Or is the trapdoor under the floor? Or maybe I have to die to open it?” It encourages experimentation, playful frustration, and sometimes rewarding “aha!” moments when you discover the bizarre key.
Because the layout remains constant across levels (platforms, spikes, a button, a door), the game is excellent at training you to notice subtle cues: shifting spikes, odd camera zooms, UI differences, or even system-level changes. Each level becomes a micro‑lesson in “think different.”
Final Thoughts
This long‑walkthrough captures 80 unique levels of That Level Again, illustrating its core philosophy: sameness in scenery, diversity in logic. While some levels are classic platforming tweaks — button presses, jumps, dodges — many are surprises: device‑based interactions (shaking, Bluetooth, Airplane mode), UI‑hacks, death triggers, and even meta‑puzzles that transcend the “screen.”
If you follow these walkthroughs, you’ll breeze through even the trickiest levels — but I encourage that you try to experiment first. Because the joy in That Level Again often comes from the discovery itself.
So, what now? You could bask in your victory. Or… you could gear up for That Level Again 2.