Amaze!

Amaze! is a stop-at-the-wall maze puzzle. Our first-level test confirmed that each direction commits the ball to a full corridor, so solving is about ordering turns rather than steering around individual squares.

Playtested guide

Amaze!

Amaze!

Hands-on evidence

What we verified in the browser

Tested August 13, 2026 · Desktop (macOS) · Codex in-app Chromium 151.0.7922.76 · 1280×720

Amaze Level 1 after two moves with the bottom and right corridors painted red
Original fulegames playtest capture after the recorded inputs—not publisher artwork or a game thumbnail.

Inputs used

  1. Click game canvas
  2. ArrowRight, then ArrowUp

Observed result

  • Level 1 opened with an L-shaped corridor around a central void.
  • Right painted the bottom corridor and Up painted the right edge.
  • Each direction carried the ball to the next wall rather than one square.

Scope note: only the observations above are our hands-on findings. Developer, device, release, and broader feature details elsewhere on this page come from the game publisher's catalog metadata unless explicitly labelled as tested.

Two moves tell you almost everything

The first board we reached was smaller than the screenshots on most game listings: an L-shaped corridor wrapped around a white central void. The ball began in the lower-left corner. There was no score chase, decorative map, or long explanation competing for attention. The game placed a finger prompt next to the board and waited for a direction.

We clicked the game canvas, pressed Right, and then pressed Up. Right sent the ball across the entire bottom corridor and painted every square red. Up then carried it to the upper-right stop and painted the right edge. The ball did not move one cell at a time. It continued until the corridor ended.

That small detail changes the puzzle. A route that looks like ordinary grid navigation is really a sequence-planning problem. Every command has a fixed destination, and a useful turn must both add paint and leave the ball somewhere that opens the next useful line.

Reading the board before moving

Start by looking for dead ends and long uninterrupted lanes. A dead end is not automatically bad; it can be the only place from which a perpendicular corridor becomes reachable. What matters is whether the next direction can reach unpainted ground.

On the tested L-shaped board, Right followed by Up was productive because both moves covered new cells. Reversing immediately would only send the ball over an already painted lane. As boards become denser, that same test is useful: before committing, ask where the ball will stop and which unpainted corridor will be available from there.

The visual language is unusually readable. Dark squares are unpainted. Red squares are complete. The ball's resting point shows the origin of the next command. Our screenshot is taken after the two verified inputs, so the red bottom and right edges are the result of play rather than promotional art.

How it plays

Amaze! suits short, deliberate sessions. The input is quick, but the useful thinking happens before the key press. There was no timer visible in our first-level test, so we could inspect the board without pressure.

The publisher says mouse gestures and WASD are also supported. We did not need those routes for this test; the recorded sequence used the arrow keys. We also did not test later mechanics, alternate modes, or mobile gestures, so this note makes no claims about their behavior.

A useful first-session rule

Do not judge a move by how many squares it paints now. Judge it by the stop it creates. A shorter move that ends at the mouth of an untouched corridor can be more valuable than a long sweep that strands the ball against painted walls.

Our test stopped after establishing the movement rule and capturing the changed board. We did not extrapolate a difficulty curve or claim a level count from that short run. What we can say confidently is narrower and more useful: directions resolve as full slides, the paint state is immediately legible, and a two-move opening already rewards planning one stop ahead.

Controls reference

InputAction
ArrowRightSend the ball to the right-hand wall; verified on Level 1.
ArrowUpSend the ball to the upper wall; verified on Level 1.
Canvas clickGive the embedded game keyboard focus.

Category

Puzzle

Platform

Desktop + mobile

Devices

For Android, For IOS, For Desktop

Orientation

Landscape, Portrait

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