Suck it Up ™ - Hole Them All
- Reviews
- 4.5
- Version
- 1.41.0
- Installs
- 500,000+
Screenshots
Suck it Up ™ - Hole Them All Analyzed by the Frivlyz team
I tried Suck it Up ™ - Hole Them All with a simple question in mind: would this be a good little game to keep on a shared phone or tablet, where different people may pick it up for a few minutes at a time? My answer is mostly yes. It is a casual puzzle game from Tactile Games built around the pleasure of clearing objects through holes, and its appeal is immediate rather than complicated. You see a board, work out what can be collected, and enjoy the tidy feeling of making the mess disappear.
That straightforward idea is exactly why it works well in a household setting. Someone can play while waiting for dinner, hand the device to a child, or take a short turn without needing a long explanation. I would not describe it as a deep strategy title, but I also would not dismiss it as mindless tapping. The best moments come from noticing the order in which objects need to be handled and avoiding a move that leaves the board awkwardly blocked.
How the game fits a shared-device routine
In my experience, this is the kind of game that suits an informal pass-and-play routine. A parent might open it during a quiet moment, then let a child try the next puzzle. Older children can work independently, while adults may enjoy the same levels as a short mental break rather than a serious gaming session. Because the core action is easy to understand, the person holding the device does not need to be an experienced player.
The shared-device advantage comes with a small practical limitation: the game itself does not turn a family device into a coordinated multiplayer space. I would treat it as a single-player puzzle that people can discuss and take turns with, not as a game designed for simultaneous household play. That distinction matters. If you want competition, live cooperation, or a clear family scoreboard, a dedicated multiplayer alternative will be a better fit.
A realistic use case is a tablet on a kitchen counter. One person starts a level, another notices a possible solution, and the device moves between them. The game is easy to understand from the screen, so conversation can focus on the next move instead of explaining complicated rules. Still, I recommend agreeing on whose turn it is before starting. Casual puzzle games can create surprisingly serious arguments when one person takes over just as another is planning a move.
The short-session design also makes it suitable for waiting rooms, commutes, and brief breaks. I like that it does not demand the same commitment as a long adventure or a competitive match. You can stop after a puzzle without feeling that you have abandoned a team. On the other hand, players who want a strong story, character development, or a large world to explore may find the experience too narrow.
What you are actually doing on the board
The central satisfaction comes from sorting and clearing. Objects need to be directed into available holes, and the order of actions matters. A careless move can make the remaining arrangement less convenient, while a thoughtful sequence creates a clean chain of progress. That gives the game a gentle puzzle rhythm: observe first, act second, and enjoy the visual payoff when the board empties.
My most useful tip is to pause before touching anything, especially when several objects appear to compete for the same space. The obvious object is not always the best first choice. I found it more reliable to look for pieces that might block access to another group, then consider whether removing them opens a safer route. This small habit turns the game from random swiping into deliberate planning.
Another practical approach is to treat each level as a layout problem rather than a speed test. Rushing may feel natural because the actions are simple, but speed does not help if it forces a poor sequence. When playing with a child, I would ask, “What will be left after this one?” That question encourages reasoning without making the session feel like homework.
The game’s strongest quality is its physical sense of cleanup. Clearing a crowded arrangement gives immediate feedback, which is satisfying for players who enjoy sorting, organizing, and restoring order. It is a different kind of pleasure from matching colors or completing a crossword. If you prefer puzzles with words, numbers, or long chains of deduction, the hole-and-object format may feel repetitive sooner.
Setting up a shared device without confusion
Since this is a casual game rather than a household management tool, I would establish boundaries outside the game. Decide whether the device is being used for a quick turn, whether another person can restart a level, and whether purchases are allowed. These conversations are more important than the simple installation itself because a shared screen can blur who is playing and who is responsible for what happens next.
The game is free to install, which lowers the barrier for trying it together. It also contains in-app purchases ranging from under a dollar to almost one hundred dollars per item. That wide range is the main reason I would not hand over a shared device without first discussing purchase expectations. The safest household habit is to keep purchases under the device owner’s control and avoid treating the free download as permission to buy extras.
I would also avoid assuming that every player needs the same progress. If several people use one device, one person may naturally advance faster than another. Rather than promising that everyone will have a separate experience, it is better to agree on whether the household is sharing one run or simply taking turns with whatever is on screen. That expectation prevents disappointment when someone opens the game and finds a puzzle that another player has already changed.
For a family tablet, I would keep the game in a clearly identified folder and make the turn-taking rule simple: finish the current puzzle, then pass the device. That works better than setting complicated household rules around a game whose appeal is spontaneity. If the device is used for schoolwork or work tasks, I would also keep sessions separate from those activities so the bright, quick puzzle loop does not become a distraction.
Coordinating turns and keeping the experience friendly
Coordination works best when players talk about possibilities without grabbing the screen. A useful shared routine is to let the current player describe the intended move, then invite one suggestion before committing. This gives younger players a chance to reason through the layout and lets adults participate without solving everything for them.
There is a trade-off here. Collaboration can make a level more enjoyable, but too many opinions can remove the personal satisfaction of finding the answer. When I play with someone else, I prefer to offer a hint rather than a command. For example, pointing out a possible blockage is more rewarding than announcing the entire sequence. The game is at its best when the player still owns the solution.
Because the action is easy to observe, it can also work as a quiet social activity between people who do not want a competitive game. A grandparent and child, siblings, or friends can examine the same board and discuss what should move next. That said, the game should not be mistaken for a communication feature. It provides a shared object of attention, not built-in coordination between separate devices.
One non-obvious strength is that the simple rules make mistakes discussable. In a faster game, a missed action disappears immediately. Here, a poor choice can become a small lesson about planning and consequences. If a child gets stuck, I would resist taking the device away and solving it. Asking which object is limiting the next move usually teaches more and keeps the mood relaxed.
Age context, trust, and who should play
The content rating is Everyone, and the basic format is approachable for a broad age range. I would feel comfortable considering it for a family device, especially for players who enjoy visual puzzles and do not need a story to stay interested. The main age-related issue is not the puzzle rule itself; it is the need for an adult to set expectations around optional spending on a shared device.
For younger players, I would introduce the game as a turn-based activity even though the software is not presenting a formal family mode. That wording makes the boundary clear: the household is choosing to share the device, and the game is not automatically keeping separate turns or responsibilities. Older children may prefer to play alone, but the same purchase conversation still applies.
Trust matters because a free casual game can feel harmless enough to leave unattended. I would still check the device’s existing purchase protections and make sure the person using it knows whether spending is allowed. I am not saying this game should be treated as unsafe; I am saying that shared hardware needs clear ownership. The price range of optional items makes that a sensible precaution rather than an overreaction.
The game is less suitable for someone who wants a completely uninterrupted, distraction-free puzzle experience. A shared tablet may be passed around, notifications may interrupt a session, and another player may want to experiment with the same level. For that kind of player, a dedicated puzzle app with a stronger emphasis on solitary progression may be more satisfying.
It may also be a poor choice for players who dislike repetition. The central action is intentionally focused, and that focus is both the attraction and the limitation. If you need changing genres, a narrative arc, or a competitive ladder, I would look elsewhere. If you like the feeling of sorting objects into a clean solution and prefer a low-pressure pace, the narrow scope is much easier to appreciate.
Performance expectations and version context
The game is available for devices running Android 6.0 or newer, so it is not restricted to only the latest phones and tablets. Its current version is 1.41.0. I would still judge the experience by the particular device in the household: screen size affects how comfortably you can inspect a crowded board, and an older device may make shared play less pleasant even when it meets the operating-system requirement.
A larger screen is especially helpful when two people are looking at the same puzzle. On a small phone, the current player can manage, but the person offering advice may struggle to see the full arrangement without leaning over the device. That is a small but meaningful difference between solo play and household play. For one person during a short break, a phone is fine; for cooperative discussion, a tablet is more comfortable.
The game has an average rating of 4.5 from around 6.9 thousand ratings, with roughly 1.2 thousand written reviews. It has passed half a million installs, which suggests that the format has found an audience beyond a single household. I would not use popularity as proof that every player will enjoy it, but it does support my impression that the concept is easy to pick up.
How it compares with familiar casual puzzle choices
Compared with match-three games, this title feels less dependent on spotting color combinations and more dependent on spatial order. Match-three games often reward quick pattern recognition and can become highly score-oriented. Here, I pay more attention to what an action will expose or obstruct. That makes it a better choice for a player who enjoys arranging objects, but a weaker choice for someone who wants constant chain reactions.
Compared with word puzzles, it is more accessible to players who are still developing language skills or who simply want a visual task. There is no need to know vocabulary or calculate answers. The trade-off is that the game offers less variety in the type of thinking required. A word-puzzle fan may find it too visually repetitive, while a child who cannot yet enjoy complex written puzzles may find the board immediately understandable.
Compared with traditional logic games, the experience is lighter and more tactile. It does not ask me to write down possibilities or maintain a complicated deduction. That makes it ideal for a tired evening, but it also means it may not provide enough depth for someone seeking a demanding brain-training routine. I see it as a relaxing sorting challenge, not a replacement for a full logic-puzzle collection.
Compared with competitive casual games, it is friendlier for mixed-age households because nobody has to perform under pressure against another player. Yet that same absence of direct competition means it may not hold the attention of people who need rankings, matches, or a clear sense of winning. Choosing it depends on whether the household wants shared calm or energetic rivalry.
Small strategies that make the puzzles more enjoyable
I found three habits particularly useful. First, scan the whole board before moving anything. Second, identify the object or group that restricts access to the largest remaining area. Third, after every important move, reassess rather than blindly repeating the same rhythm. These habits sound basic, but they reduce the frustration that comes from committing to a sequence too early.
When playing with a child, I would turn those habits into questions: Which area looks most crowded? What might become reachable after this move? Is there a safer object to clear first? This creates a natural way to practice planning without claiming that the game is an educational product. It is simply a better way to get more enjoyment from the puzzle that is already there.
For adults using it as a break, I recommend stopping after a satisfying solution instead of forcing a long session. The game’s short, repeatable structure can make “one more” easy to say. If you are using a shared device, ending at a clear handoff point also makes coordination easier. The next person receives a stable board rather than an unfinished decision.
Another trade-off is whether to accept help from other household players. Advice can rescue a stalled session, but it can also make the game feel solved for you. I prefer a hint system created by the people playing: point toward a blocked route, then give the current player time to test the idea. That preserves the main reward, which is discovering the correct order personally.
My household verdict
After spending time with it, I see Suck it Up ™ - Hole Them All as a good fit for households that want a simple, low-pressure game people can understand immediately. Tactile Games has focused the experience on visual sorting and satisfying clearing, and that focus gives it a clear identity. It is free to start, rated Everyone, and casual enough for short sessions on a shared phone or tablet.
I would recommend it to a friend who likes organizing puzzles, wants something easy to pass around, or needs a calm alternative to competitive games. I would especially suggest it for a family that is willing to set basic rules about turns and purchases before sharing the device. The game can encourage useful conversations about planning, but those benefits come from how people play together, not from a built-in family system.
I would skip it if you are looking for a story-driven adventure, serious strategic depth, live multiplayer, or a puzzle collection with many different formats. I would also be cautious about leaving it open on a shared device without purchase boundaries, because optional items can range from $0.49 to $99.99 each. The free entry is appealing, but household trust still needs a clear line.
Overall, I think its best use is as a small shared ritual: one puzzle, a few suggestions, a satisfying clear, and then the device goes to the next person. It does not try to be everything, and that is part of its charm. If your household enjoys visual order, gentle problem-solving, and short turns, this is a worthwhile casual game to try.
Suck it Up ™ - Hole Them All Pros and Cons
Pros
- Simple one-touch controls make it easy to start playing immediately.
- Short levels are convenient for quick gaming sessions.
- Colorful visuals and playful animations suit casual players.
- Collecting objects provides a satisfying sense of progression.
- The game is accessible for a wide range of ages.
Cons
- Gameplay can become repetitive after playing several levels.
- Some stages may feel too easy for experienced puzzle players.
- Ads may interrupt the experience between rounds.
- Limited strategic depth reduces long-term challenge for some users.
- Performance may vary on older or less powerful devices.
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Frequently Asked Questions
What is Suck it Up ™ - Hole Them All about?
Suck it Up ™ - Hole Them All is a casual arcade game built around controlling a powerful hole that moves across different environments and swallows objects in its path. The main objective is to collect enough items to grow, clear the stage, and overcome obstacles before time runs out or the level’s requirements are missed. Its simple controls make it easy to start, while progressively busier levels add challenge.
How do you play Suck it Up ™ - Hole Them All?
Gameplay is generally based on dragging or guiding the hole around the screen so it can absorb suitable objects. At the beginning of a level, the hole may only be able to consume smaller items, but collecting objects allows it to become larger and reach bigger targets. Players need to plan their movement, avoid wasting time, and focus on the items needed to complete each stage successfully.
Is Suck it Up ™ - Hole Them All free to download and play?
The game can typically be downloaded and played without an upfront purchase, although the exact availability and monetization options may vary between Android and iOS. Free versions of this type of arcade game commonly include advertising, optional in-app purchases, or both. Before installing, it is worth checking the store listing for current purchase details, supported devices, and any age or content information.
Does the game require an internet connection?
Many levels in Suck it Up ™ - Hole Them All may be playable offline after the application has been installed, which makes it suitable for short sessions while traveling or when mobile data is unavailable. However, an internet connection may still be needed for advertisements, rewards, analytics, updates, or in-app purchase verification. Offline behavior can differ by device and game version.
Is Suck it Up ™ - Hole Them All suitable for children and casual players?
The game is designed around straightforward controls, colorful visuals, and uncomplicated object-collecting mechanics, so it can be accessible to casual players and younger audiences. Nevertheless, parents should review the current store rating, advertising policy, and in-app purchase settings before allowing children to play. If the game displays frequent ads or offers optional purchases, parental controls are recommended.

















