Mazes
0
Time
60s
Best
—
A momentum marble maze that lives or dies on a steady hand. There is no D-pad and no buttons — instead the marble is forever drawn toward wherever you press, like a tiny planet chasing your fingertip. Hold close for a gentle nudge, reach far for a hard pull, and learn to let go so it coasts. Thread it through the walls to the glowing exit while the floor is pocked with black holes that swallow it whole and fling it back to the start. Each maze you escape is replaced by a bigger, more treacherous one, and the clock never stops. It's a test of touch and nerve: smooth, deliberate steering beats frantic swiping every time.
Each level is a walled maze with a marble at the top-left and a green star exit at the bottom-right. The marble starts still, and the only way to move it is to touch the screen.
Wherever you press and hold, the marble is pulled toward that point and accelerates. The closer your finger is to the marble, the gentler the pull; the further away, the stronger. Crucially, the marble has momentum — it keeps rolling after you lift your finger, slowing only gradually to friction, so good play is as much about easing off as it is about pulling.
Guide the marble through the gaps in the walls to reach the exit. The walls are solid: the marble bounces off them, so you can use them to brake and to bank around corners. Touch the green star and you instantly clear the maze and drop into a fresh one.
Scattered across the floor are black holes. If the centre of the marble rolls over one, it falls in and is sent right back to the maze's start — you keep your time and your score, but you've lost all your progress through that maze, so the holes are the real danger.
You have sixty seconds for the whole run. Every maze you complete is one point, and each new maze is larger and seeded with more holes than the last. When time runs out, your score is the number of mazes you escaped. Steady, smooth steering will take you much further than panicked yanks.
Pull short, not far. Pressing right next to the marble gives you fine, gentle control, while pressing across the screen yanks it into a wall or a hole. Keep your finger close and make many small corrections instead of one big drag.
Let go to slow down. Friction is your brake. As you approach a hole or a tight gap, lift your finger early and let the marble coast in slowly, rather than steering at full speed and overshooting into danger.
Use the walls. A wall is not just an obstacle — bouncing gently off one kills your sideways speed and lets you change direction cleanly. Tap toward a wall to settle the marble against it before lining up your next move through a gap.
Look at the holes before you move. Each maze, glance over the layout and pick a route that hugs the walls and gives the holes a wide berth. The shortest line to the exit often runs right past a hole; a slightly longer, safer path wins far more mazes over a full sixty seconds.