Maze Munch
Score0
Maze1
Lives3
Best0
←↑↓→ or WASD to steer  ·  P pause  ·  M mute  ·  click the maze to steer with a mouse Swipe anywhere to steer · turns can be made early · tap the cross for an on-screen pad

Arcade

Maze Munch: Free Maze Chase Game with Endless Mazes

A maze chase game that never repeats. Every maze is freshly generated, the walls shift, the pack gets smarter, and eating without stopping builds a chain worth up to eight times the points.

What is Maze Munch?

Maze Munch is a free maze chase game you play right here in your browser. You steer Pip, a small glowbug with a bright tail, through a neon maze. Eat every crumb to clear it, and stay out of reach of a pack of pursuers who each hunt in their own way. Clear the maze and a new one is built on the spot, so no two runs look alike.

The heart of the game is the chain. Every crumb you eat without pausing adds a link, and every twelve links raise your multiplier, up to eight times the points. Stop for about a second and the chain is gone, so the safe route is rarely the rich one.

Brush past a pursuer, get clear, and you bank a close shave: bonus points and five free links. Pink nova berries flip the chase for a few seconds so you can munch the pack instead. Deeper mazes add shifting walls, glide lanes, warp pads, locked gates and lights-out mazes lit only by Pip's lantern.

Play Endless for a high score, take on the Daily maze that is the same for everyone that day, or share a keyboard in two-player co-op. Arrow keys, WASD, swipes, taps and an optional on-screen pad all work.

How to play Maze Munch

  1. The Maze Munch title panel over a glowing maze, with the Play button ringed.

    Press Play to start

    Press Play, hit Space, or tap the maze. A short count-in runs before anything moves.

  2. Pip the blue glowbug ringed in the first maze, with a dotted arrow tracing its next few turns.

    Steer Pip through the turns

    Pip never stops, so you only choose the turns. Use the arrow keys or WASD, or swipe on a phone. Press a turn early and Pip takes it the moment the gap arrives.

  3. The chain meter in the top bar ringed at x3, and Pip ringed in the middle of a run of crumbs.

    Keep eating to build a chain

    Every crumb adds a link, and every twelve links lift the multiplier, up to x8. Go about a second without a crumb and the chain is gone.

  4. A pale, dazed Warden ringed, a +200 score above Pip, and a nova berry ringed in the lower left.

    A nova berry turns the chase

    A pink nova berry dazes every pursuer. Chase them down for 200, 400, 800 and 1,600 points, and back off when they start to flash.

  5. Pip just ahead of the green Warden, both inside one ring, with Close shave +200 floating above.

    Score a close shave

    Pass within about a tile of a pursuer that is hunting you, get clear, and you bank 100 points times your multiplier plus five chain links.

  6. The fifth maze, in orange, with all four pursuers ringed and labelled: Bristle, Warden, Snip and Lurk.

    Learn who is chasing you

    Bristle hunts you directly. Warden patrols until it sees you. Snip heads for the junction ahead of you, and Lurk waits near uneaten crumbs.

  7. The sixth maze, in blue, with the gold key ringed in the top right and two gold gates ringed near the bottom.

    A new twist in every maze

    From maze 2, each maze adds a twist: glide lanes, shifting walls, lights out, warp pads, then a key and gates. Here, the key opens the gold gates. Eat every crumb to move on.

The rules in full

  1. Press Play, or hit Space or Enter. Pip starts at the bottom of the maze and the pack starts in the nest at the centre.
  2. Steer with the arrow keys or WASD. On a phone, swipe in the direction you want to go, tap a spot to head toward it, or switch on the on-screen pad from the top bar.
  3. Pip keeps moving until a wall stops it, so you only choose the turns. A turn pressed early is remembered until the gap arrives, and one pressed a fraction late still makes the corner.
  4. Eat every crumb to clear the maze. A crumb is worth 10 points times your multiplier, and each cleared maze pays a bonus that grows with depth.
  5. Keep eating to build your chain. The meter beside your score shows the multiplier and the time left. About a second without a crumb and the chain resets.
  6. Touch a pursuer and you lose a life. You start with three, and you earn more at 15,000, 50,000 and 100,000 points, then every 75,000 after that.
  7. Eat one of the four pink nova berries to daze the pack. Dazed pursuers turn pale and run away. Catch them for 200, 400, 800 and 1,600 points in a row before they shake it off.
  8. Slip past a pursuer at close range and get away to score a close shave. It pays 100 points times your multiplier and adds five links to your chain. A whisker-close escape pays 250.
  9. The side tunnels wrap round: leave through one edge of the maze and you come back on the other. Pursuers slow down in the tunnels, so they make good escape routes.
  10. A treat appears at Pip's starting spot once you have eaten a good share of the crumbs. It is worth 300 to 5,000 points and does not wait for long.

Maze Munch tips and strategy

  • Plan a route before the count-in ends. A chain breaks in long empty corridors, so clear whole neighbourhoods in loops instead of crossing ground you have already eaten.
  • Save the nova berries. Wait until two or three pursuers are close behind, then turn and munch them while they are bunched up.
  • A close shave only counts once you are clear, so know your exit before you cut it fine. Junctions and tunnel mouths are the best places to try one.
  • Listen to the pack. Two rising notes mean the hunt is on; two soft falling notes mean they are drifting back to their home corners, your chance to clean out the middle.
  • Bristle follows you and Snip aims ahead of you. When both are near, double back: Snip is usually caught on the wrong side of the junction.
  • A blinking dotted wall is about to close. Never start down a corridor that ends in one unless you can see a second way out.
  • In a two-player game, split up. Two glowbugs in one corridor share its crumbs, but two in different halves keep both chains growing and split the pack.

The pack: Bristle, Warden, Snip and Lurk

Four different pursuers live in the nest, and learning how each one thinks is most of the game. Bristle, the spiky red one, is the hunter: it takes the shortest road to wherever you are right now.

Warden, the green one, walks a patrol beat and only gives chase when you come into view down a corridor. Stay out of its line of sight and it will walk straight past. Snip, the amber one, joins from the second maze and does not follow you at all. It heads for the junction you are about to reach.

Lurk, the violet one, arrives in the fourth maze. It drifts to a quiet spot near the crumbs you have not eaten, waits, and pounces when you come close. From the eighth maze a second Warden joins the patrol. The whole pack also gets sharper with depth: quicker to react, harder to shake, and dazed for less time by each berry.

Scoring, chains and close shaves

A crumb is worth 10 points and a nova berry 50, both multiplied by your chain. The multiplier climbs one step for every twelve links, so a chain of 84 puts you at the full x8, where a single crumb is worth 80 points.

Close shaves are the other big earner. Pass within about a tile of a pursuer that is hunting you and then open up a gap, and you bank 100 points times your multiplier plus five links. Cut it finer still and it becomes a whisker: 250 times the multiplier.

Dazed pursuers pay 200, 400, 800 and 1,600 in sequence from a single berry, and 3,200 if a fifth is on the board. A key is worth 300, treats run from 300 up to 5,000, and clearing maze number N pays 500 times N. Finish a maze without being caught and a flawless bonus adds 1,000.

Maze twists: shifting walls, glide lanes, warp pads, gates and lights out

The first maze is plain so you can learn the pack. After that each maze introduces one twist. Glide lanes are green stretches of floor that speed Pip up. Shifting walls are dotted segments that blink a warning and then close while another set opens, redrawing the routes every few seconds.

Lights out hides everything beyond the glow of Pip's lantern, and the lantern grows with your chain. Warp pads are a pair of swirls: step on one and you pop out of the other. Key and gates locks part of the maze behind gold bars until you fetch the key.

From the seventh maze on, twists are drawn at random and start to combine, so you might meet a dark maze with warp pads or shifting walls with glide lanes.

Endless, the Daily maze and two-player co-op

Endless is the main game. Mazes keep coming, the pack keeps improving and your best score is saved on your device. If you close the page mid-run, the menu offers Continue from the start of the maze you had reached.

The Daily maze is a set of three mazes that is the same for every player on a given date, with the date taken from the UTC calendar. They are tougher than the opening of an Endless run and you get one set of lives for all three. Clear the third and the run is a win; either way your best score for the day is kept.

Two players is a co-op game on one keyboard. Pip takes the arrow keys and Dot, a pink glowbug, takes WASD. You share one score and one pool of spare lives, each glowbug keeps its own chain, and a caught player rejoins a few seconds later while a spare remains.

How every maze is made, and why it is fair

Nothing here is drawn by hand. Each maze is grown from a number: the generator carves a perfect maze, then opens extra passages until every corridor is part of a loop. That matters in a chase game, because a dead end is a trap you cannot see coming. In Maze Munch there is always another way out.

The layout is mirrored left to right, so it reads at a glance, and every maze is checked before you see it: all crumbs reachable, berries spread to the four quarters, tunnels on the sides, and no shifting wall or locked gate able to seal anything in. The same number always gives the same maze, which is how the Daily maze matches for everyone.

Controls, phones and accessibility

Turns are buffered and corners are forgiving, on every kind of input. On a keyboard use the arrows or WASD, P or Escape to pause, and M to mute. On a touch screen swipe anywhere on the maze; one long drag can chain several turns. The cross button in the top bar adds a thumb pad if you prefer buttons.

On an upright phone the maze turns on its side to fill the screen, and the controls follow what you see. The game pauses itself when you switch tabs. If your device asks for reduced motion, screen shake, flashes and the moving menu backdrop are switched off.

Maze Munch FAQ

Is Maze Munch free to play?

Yes. Maze Munch is free, runs in your browser on computers, tablets and phones, and needs no download or sign-up.

How do I get a high score in Maze Munch?

Protect your chain. The multiplier goes up every twelve crumbs you eat without stopping, to a top of x8, and it multiplies everything you score. Plan loops that keep you eating, and add close shaves for free links.

How do the four pursuers behave?

Bristle chases you directly. Warden patrols and only gives chase when it sees you along a corridor. Snip heads for the junction ahead of you to cut you off. Lurk hides near uneaten crumbs and pounces when you come near.

Are the mazes really different every time?

Yes. Every maze is generated when you reach it, so an Endless run never repeats a layout. Only the Daily maze is fixed: the date is its starting number, so everyone gets the same three mazes.

What does a nova berry do?

It dazes the whole pack. Dazed pursuers turn pale, slow down and run from you, and catching them pays 200, 400, 800 then 1,600 points. It lasts about seven seconds in the first maze and less as you go deeper.

Can two people play Maze Munch together?

Yes, on a computer. Choose 2 players and share the keyboard: one player uses the arrow keys and the other uses WASD. It is a co-op game with a shared score and shared spare lives, and it is not ranked on leaderboards.

Can I play Maze Munch on a phone?

Yes. Swipe on the maze to turn, tap a spot to head toward it, or switch on the on-screen pad from the top bar. Held upright, the maze turns on its side to fill the screen.

What happens to my game if I close the page?

Your run is saved at the start of each maze. Come back and the menu shows a Continue button with the maze and score you had reached.

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