- January 11, 2018
- Blender Games
aMAZE Untouchable
Platforms
About
In aMAZE Untouchable, players navigate a ball through a series of increasingly difficult mazes, avoiding contact with the walls to progress. With simple keyboard controls and a variety of maze designs, this game is a fun and challenging way to test your thinking and attentiveness. The ultimate goal is to make it through all the mazes and reach the final portal.





- The game features colorful and unique maze designs that provide a visually engaging experience.
- The challenge of navigating without touching the walls adds a suspenseful twist, making it a test of patience and skill.
- Players can earn all 150 achievements, indicating a well-designed and rewarding gameplay experience.
- The hitboxes and controls are frustratingly imprecise, leading to many unintended failures.
- The bright, flashy colors can be overwhelming and problematic for players with sensitivity to visual stimuli.
- The game's design can feel like a cash grab, lacking innovation and relying on a repetitive formula from previous titles in the series.
emotional
6 mentions Positive Neutral NegativeThe emotional aspect of the game is characterized by a mix of frustration and challenge, as players grapple with the difficulty of navigating mazes without touching walls, which can lead to repeated failures and the need to restart. The game's mechanics, such as slight shifts in direction when turning, add to the tension and can result in a sense of helplessness, particularly in more complex levels. Overall, while the challenge can be engaging, it often leads to feelings of annoyance and disappointment.
“Review: this time, they have the 'surprisingly difficult' part of the store description dead right; this game's hard as hell because you have to guide the ball to the key, then to the portal, all in one go without touching the sides of the maze at all.”
“I love the challenge of touching the walls; if you do, you die, so you have to be able to time your turns.”
“What you do notice is that when you go directly up and want to go directly down without touching anything else, the game throws you a few frames/pixels to the side, and that's usually what's enough to screw you over, especially in the later and much larger levels, where you have to navigate some incredibly narrow twisted tubes, hoping a few minutes of your time didn't go to waste once again.”