←
Score 0
Best -
Maze Bots

Maze Bots

Top-down maze shooter. Clear every robot in the room, then slip out through the side door for the next room. Touch a wall and you lose a life.

How to play

Each room is a maze of glowing walls patrolled by gray robots. Use the four-button D-pad in the bottom-left corner of the screen to walk in any of four directions — hold to keep moving, release to stop. Two perpendicular directions combine into diagonals.

More: full rules and tips

The round button in the bottom-right corner fires a bullet in the direction you were last moving (default: down). Bullets travel until they hit a wall, a robot, or leave the room. One robot hit equals one kill and +50.

The robots shoot back. A robot bullet that touches you costs a life, and so does a robot walking into you. Walking into a glowing wall — or into the outer edge anywhere except the door gaps — also costs a life: the maze is electrified. Standing right next to a wall is safe; only a step into it hurts.

Clear every robot to open the side doors. Then walk off the left or right edge through the door gap to enter the next room: +200 bonus and a fresh layout. You start with three lives and ninety seconds. Entering room 2 adds twenty seconds, and every later room adds 0.4 seconds less (16.8 s for room 10, 8.8 s for room 30, nothing from room 52 on), so the clock always wins eventually — no run can last more than ten minutes. Robots also walk a little faster every room and, from room 12, fire a little more often. Lives or time at zero ends the run.

Tips & strategy

Pick your shooting axis before you walk into a robot's lane. The fire button shoots in your last movement direction, so if you've been walking right and a robot drops in from above, you'll fire right and the bullet sails past it. Tap up once to reorient your facing, then fire — a single ghost-step in the right direction can save a hundred-and-fifty points of dead bullets.

Walls are not cover, they're guillotines. These mazes reward circling around walls rather than pressing against them. Standing still right beside a wall is safe, and a robot bullet that hits the wall behind you simply vanishes — but any step toward that wall, even a one-tap turn to re-aim, costs a life. Before you tap a direction to change your facing, check that it doesn't point into a wall you're hugging; if it does, step away first.

Kill in priority order: the closest robot, then the one with line of sight, then the one furthest from cover. Distant robots that have a wall between them and you can be ignored entirely while you handle the immediate threat. A wall is also your friend offensively — duck behind one to break their fire line, peek out, and shoot before they re-aim.

Leave once the room is clear — but look before you walk. Robot bullets keep flying until they hit a wall or the edge of the room, so a shot fired just before the last robot died can still be crossing your path to the door. The time bonus is the same however long you wait, and walking through the door wipes every bullet, so the only reason to pause is to let a bullet already in the air go past. The bonus shrinks by 0.4 seconds each room (20 s for room 2, under 9 s from room 30, none from room 52) while the robots get faster, so the seconds you bank in the early rooms are what carries a long run.