Maze Dash

Five ice mazes. One clock.

Round
2 minutes
Works on
Mobile & desktop
Category
Puzzle
A glowing lime ball dashes through an ice-crystal labyrinth toward a glowing crystal gate under the aurora.

Maze Dash controls: Arrow keys or WASD to dash, hold to keep going. Press Play, then the game takes the keyboard. Press Tab to leave it.

Free play · 2 minutes · no sign-in

Arrow keys or WASD to dash, hold to keep goingSwipe to dash, keep your finger down to keep going

Free play

How to play Maze Dash

  1. Find the route from your ball to the crystal gate before you move: the whole maze is visible.

  2. Swipe (or press an arrow key or W A S D) to dash; the ball runs until it hits a wall or reaches a junction.

  3. Hold the key, or keep your finger down after the swipe, to run straight on through junctions; let go to stop at the next one.

  4. Swipe your next direction while the ball is still dashing to queue it; it turns without stopping at the next junction or corner where that way is open.

  5. Dash into the short dead ends to grab the gold gems, then swipe back out once the ball stops at the end.

  6. From maze 3, touch the crimson switch before you reach the crimson door, then race on to the gate.

  7. Clear all five mazes before the clock runs out: every second left is bonus points.

Controls

InputAction
Swipe ↑ ↓ ← →Dash (keep your finger down to keep going, bend the swipe to queue a turn)
Arrow keysW A S DDash (hold to keep going through junctions)
Mouse dragDash (hold the button to keep going)

Tips

  1. Solve backwards: trace the path from the gate to your ball, which often reveals the route faster.

  2. Hold the key through the straights and queue your turns: the ball never has to pause at a junction.

  3. Gems are always at the end of a dead end, so the trip back is as long as the trip in; shallow ones are almost free points.

  4. When a crimson door is on your route, look back along the route for its switch before you set off.

  5. Chasing the fastest-clear board? Skip the gems: they add points, not speed.

About Maze Dash

Maze Dash turns a classic maze into a race across a frozen world. Five ice-crystal labyrinths wait in a row under the northern lights, each one fully visible the moment it rises out of the lake, and a single clock runs across all of them. Swipe in a direction and your glowing ball dashes along the corridor until it hits a wall or reaches a junction. Reach the crystal gate and the next maze rises at once; clear all five and the time left on the clock becomes your bonus.

Because you can see the whole labyrinth, the challenge is reading it fast. Trace the route from your start in one bottom corner to the gate in the opposite top corner, then commit. Hold the arrow key, or keep your finger down after a swipe, and the ball runs straight on through every junction until it meets a wall; let go and it stops at the next junction again. You can also plan ahead: swipe your next direction while the ball is still dashing and the turn is queued, so the ball swings into it at the next junction or corner where that way is open instead of stopping there. On a phone one stroke can bend into several turns, so a quick up-then-right flick queues both. A chevron beside the ball shows the turn you have queued, and a clean chain of turns plays a rising scale of notes.

The mazes grow as you go, from a small 7 by 9 grid that a newcomer clears in seconds to 9 by 13 labyrinths with long, winding dead ends. Gold gems sit at the ends of short side paths: dash in, bounce off the end and dash back for 150 points each, plus a 250-point bonus for taking every gem in a maze. From the third maze a crimson crystal door seals the route until you touch its switch, a glowing rune at the end of its own side path before the door, so spotting the switch early saves a long trip back. Every maze is generated fresh, but each one is exactly as long and as twisty on every seed, so every run and every daily challenge is equally fair.

Your score is 1,000 points per maze, plus the gems, plus one point for every sixtieth of a second left on the clock when you clear all five. That makes every route a real choice: grab the gems for points, or skip them and chase the fastest time. There are two leaderboards, the top score and the fastest clear, where the quickest players finish the whole set in well under a minute. After every maze a banner rates your split, from CLEAR! up to PERFECT!, so you can see which labyrinth cost you time.

Maze Dash suits anyone who likes a quick mental workout with a dash of reflex on top. A first run usually reaches the third maze, a casual player the fourth or fifth, and once you clear all five it becomes a speedrun against your own best time. There are no lives and nothing can hurt the ball, so a wrong turn only costs a moment; just keep moving, because fifteen seconds without a swipe ends the run.

Maze Dash plays with swipes on a phone and with the arrow keys or WASD on a computer, so it is at home among our mobile games and PC games. It is a favourite among our maze games, brain games and speedrun games, and it fits neatly into a coffee break alongside the rest of our puzzle games. Free play is unlimited; press Ranked attempt when you want a run to count, and every top result is verified by replaying it on our servers. In Swipe mode, Maze Dash is also part of the Speedrun Duo and Marathon gauntlets.

Details

Category
Puzzle Games
Genre
Navigation
Orientation
Portrait (9:16)
Works on
Mobile & desktopPhones, tablets and computers
Controls
Keyboard, mouse or touch
Released
Updated
Credits
  • Design and development: Gamefinity
Age rating
4+
Maze Dash leaderboard

Maze Dash FAQ

  • How many mazes are there in Maze Dash?

    Five per run, played back to back against a single clock of just under two minutes. They grow from a small 7 by 9 grid to 9 by 13, and each one is generated fresh, so no two runs look the same.

  • What does queuing a turn mean?

    While the ball is dashing, a swipe in a direction it cannot take yet is remembered as your next turn (a newer swipe replaces it). The ball takes it at the next junction or corner where that way is open. If you are not holding the direction, the ball tries it only at the very next place it would stop and, if the way is closed there, drops it and stops; while you hold the key or keep your finger down, the ball runs on and keeps the turn for the first junction where it fits. The way back always reverses at once.

  • Why does the ball stop at junctions?

    A tap or a quick swipe dashes to the next wall or junction, so you can choose the way there. To run straight on through junctions, hold the arrow key or keep your finger down after the swipe; the ball then stops only at a wall, at a turn you queued, or when you let go.

  • How do the crimson doors work?

    From the third maze a crimson crystal door blocks the route. Its switch is a crimson rune at the end of a short side path that leaves the route a few cells before the door. Touch the switch with the ball and the door shatters for good.

  • Are some mazes harder than others?

    No. The layout is random, but every maze has the same route length, the same number of turns and its gems and switch at the same depths on every seed, so a perfect run scores the same on every seed and the daily challenge is fair for everyone.

  • Why does Maze Dash have two leaderboards?

    Maze Dash is a race: one board ranks the top scores, where gems and time both count, and the other the fastest clears of all five mazes. Every clear time includes the same 1.5-second finish.

  • Can I play Maze Dash with a keyboard?

    Yes: the arrow keys or W, A, S and D, or drag with the mouse. On a phone or tablet, swipe in the direction you want to go.

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