- 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 visuals and pleasant music, enhancing the overall experience.
- Levels increase in challenge in a fair way, providing a rewarding experience for players who enjoy difficult games.
- The game offers a unique twist with the 'no touch' mechanic, making it suspenseful and engaging for those who appreciate a challenge.
- The controls are imprecise, leading to frustrating gameplay where minor mistakes can result in significant setbacks.
- The bright, flashy colors can be overwhelming and problematic for players with sensitivity to visual stimuli, such as those with epilepsy.
- Many players find the game to be excessively difficult and frustrating, with some levels described as nearly unplayable due to poor design choices.
emotional
12 mentions Positive Neutral NegativePlayers express a mix of frustration and enjoyment regarding the game's emotional impact, highlighting the intense challenge of navigating mazes without touching walls. The difficulty is both a source of stress and satisfaction, as players appreciate the need for precision and timing, though they often feel let down by the game's mechanics that can lead to unexpected failures. Overall, the emotional experience is characterized by a blend of tension and exhilaration, as players grapple with the game's demanding nature.
“Review: this time, they have the 'surprisingly difficult' part of the store description dead right; this game's hard 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.”
“Also, I love the challenge of touching the walls means you die, so you have to be able to time your turns.”
“However, what you do notice is that when you go directly up, and say 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.”