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Arcade · Maze Chase

Dot Maze

Clear every dot across six shifting mazes while four wardens with distinct hunting styles close in — corner pellets flip the hunt and the side tunnel saves runs.

The game's own interface may still be in English.

Overview

Dot Maze is a maze-chase game built on one golden rule: you never stop moving. Your runner glides through a neon lattice of corridors eating dots, and the only control you have is which way to turn at the next intersection — plus a panic reverse that snaps you 180 degrees on the spot. Against you work four wardens with genuinely different brains: a red chaser that beelines for your current tile, a pink ambusher that aims four tiles ahead of wherever you are facing, a cyan drifter that wanders on coin flips, and an orange guard that holds the far corner until you stray close and then joins the hunt. Four corner pellets flip the entire relationship for six seconds — the hunters turn blue, slow down, and become 200-point targets. A wrap-around tunnel on the middle row offers a jailbreak when the net closes, and a starfruit worth 300 points appears at the center after every 35 dots. Six mazes, each a fresh lattice with new stub walls, three lives, no mercy.

How to Play

Press Start Run and the runner immediately glides left. Arrow keys do not move you directly — they queue your next turn, which executes the moment you reach an intersection where that direction is open. Space instantly reverses your direction, queued turns be damned. On touch screens, tap a pad direction to queue a turn and REVERSE to flip around. P pauses, R restarts. Eat every dot to clear the maze and advance; the HUD counts what remains. Power pellets in the corners trigger hunt-flip; eat blue wardens for 200 each. An unflipped warden touching you costs a life and respawns you at the bottom center with two seconds of grace. Clear maze six and the run is yours.

Tips & Strategy

Learn to read the pink warden, because it is the one that kills careful players: it aims ahead of your facing, so the worst response to a pink ambush is continuing straight — reverse or turn perpendicular and its prediction collapses into empty corridor. The reverse button is stronger than it looks: because wardens commit at intersections, a mid-corridor 180 breaks their pursuit math entirely, and it costs nothing. Work the maze in quadrants and finish each quadrant's dots before leaving; loose dots behind warden territory are what force the desperate late-game raids that end runs. Spend power pellets deliberately — the best time is when two wardens are already close, since the flip converts certain death into 400 points of hunting. The tunnel resets pursuit but deposits you at the far edge with wardens between you and unfinished dots, so treat it as a circuit reset, not a shortcut. And when the starfruit appears, glance at warden positions before detouring; 300 points is never the trade for your second life on maze five.

What Makes It Distinct

The personality split is the game. Four hunters running four different algorithms means you are never solving one pursuit problem but four overlapping ones, and the reverse button exists precisely because prediction-based hunters deserve a counterplay that is not in the original formula. Every intersection is a small bluff against four different opponents at once.

Controls

Keyboard
Arrow keys — set the next turn (the runner never stops)Space — instant 180-degree reverseP — pause or resumeR — restart the run
Mouse
Click Start Run to begin; steering uses keys or touch.
Touch
Tap a direction to queue the next turn; tap REVERSE for an instant U-turn.

Features

  • Six seeded maze variants built on a pillar lattice with mid-block stubs
  • Four warden personalities: direct chaser, four-tile ambusher, drifter, and corner guard
  • Corner power pellets flip six seconds of the hunt — wardens worth 200 each
  • Wrap-around side tunnel on the middle row for emergency escapes
  • Starfruit bonus spawns after every 35 dots, worth 300 points
  • Persistent local best score

Frequently asked questions

How do the four wardens in Dot Maze differ?

The red one chases your exact tile, the pink one targets four tiles ahead of your facing, the cyan one drifts randomly, and the orange one guards the far corner until you get close — then it pounces.

What does Space do in a game with no shooting?

It snaps an instant 180-degree turn, which is the single best escape move in the game when a warden seals the corridor ahead of you.

How long does a power pellet last?

Six seconds. Wardens turn blue and slow down, eating one is worth 200 points, and eaten wardens respawn at the center house three seconds later — so chain your routes through them.

Where does the tunnel on the middle row lead?

Clean through the screen: exit the left edge and you reappear on the right, and wardens are reluctant to follow efficiently, making it the safest reset valve in every maze.