3D Maze
Navigate five true multi-floor graph mazes and master paired stair transitions.
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How to use
- 1.Find YOU, EXIT, and any UP or DOWN stair marker; open cells connect only in the four cardinal directions.
- 2.Use arrow keys or the touch pad; while standing on a paired stair, use U or Page Up to climb and D or Page Down to descend.
- 3.Enter EXIT to earn 200 points and open the next fixed maze, then clear all five layouts for exactly 1,000 points.
About 3D Maze
3D Maze is a compact spatial puzzle built around real graph navigation across multiple floors. Each maze is a fixed Lizely layout rather than a random picture or a perspective trick. Your position is a node identified by floor, row, and column. Open cells connect only to their immediate neighbors on the same floor, while walls remain completely impassable. To change floors, you must first stand on a marked stair cell and then use the matching floor control. Every stair is paired with one cell at the same row and column on an adjacent floor, so climbing and descending always follow a visible, consistent connection.
The set contains five original mazes with two or three floors. They begin with short routes that teach the floor mechanic, then add longer corridors and a second stair pair. The shortest solutions require 5, 6, 7, 8, and 12 moves respectively. Those values come from an independent breadth-first search over the literal maze fixtures. The search treats normal steps and valid stair transitions as graph edges, explores all reachable positions in increasing distance order, and records the first distance to the exit. Exact hand-authored routes are also replayed in the automated test, so the published distance is checked against both the graph oracle and the playable state machine.
Use the arrow keys or the on-screen directional pad to move north, south, west, or east on the visible floor. Press U or Page Up to climb, and D or Page Down to descend. A floor command does nothing unless your current cell belongs to a paired stair and the requested direction matches its partner. Attempts to leave the board, enter a wall, use the wrong floor direction, or submit an unknown command are atomic: they do not move the player, consume a move, or change the score. This makes experimentation safe and keeps the move counter meaningful.
Reaching EXIT completes the current maze immediately. There is no separate Check button, so a solved route cannot deadlock while waiting for confirmation. Each completed maze awards exactly 200 points and loads the next layout at its start node. Completing all five therefore produces an exact score of 1,000. Restart clears the level, position, move count, completion count, and score back to the same deterministic opening state. Your best completed score is retained by the shared game shell on this device.
For a reliable strategy, read the visible floor as a small map before moving. Identify the stair marker, find a wall-free route to it, and remember whether its label says UP or DOWN. After changing floors, locate the exit or the next stair before committing to a corridor. Since invalid moves are harmless, you can test a questionable boundary without losing points, but the move counter still rewards deliberate routing. The displayed shortest distance gives you a clear benchmark for replaying each layout efficiently.
The fixture validator rejects malformed games before they can be treated as playable. It checks that every open node is unique and within the declared floor, row, and column bounds; both endpoints are open; each stair connects adjacent floors at an identical coordinate; and the exit is reachable from the start. The automated suite additionally rejects duplicate cells, diagonal or mismatched stair pairs, and closed endpoints. It verifies wall, boundary, invalid-command, wrong-floor, and completed-game no-ops, then follows every exact winning route and confirms the 200-point increments and final 1,000 total.
Everything runs locally in your browser as a client-side L1 game. The maze does not upload routes, positions, or inputs to a server, and it needs no account to play. Keyboard and touch controls expose the same movement rules, with large buttons suitable for mobile use. The shared Boss control remains available when you need to hide the game quickly. Because every layout is fixed, validated, and deterministic, a route learned on one attempt will behave identically on the next, making the game useful for both casual spatial practice and exact shortest-path challenges.
Methodology & sources
Five original fixed graph fixtures are validated for unique in-bounds open nodes, open endpoints, same-coordinate adjacent-floor stair pairs, and start-to-exit reachability. An independent literal-fixture BFS confirms shortest distances 5/6/7/8/12, while exact routes exercise the production state machine and exact 200-point scoring.
Frequently asked questions
- How do floor changes work?
- A floor command works only from a marked stair cell. Each stair joins the same row and column on one adjacent floor, and the requested direction must match that partner.
- Do invalid moves cost a turn?
- No. Walls, board edges, unavailable stairs, wrong floor directions, and unknown commands leave position, move count, and score unchanged.
- Is every maze guaranteed to have a solution?
- Yes. All five fixed fixtures pass reachability validation and an independent breadth-first search. Their verified shortest distances are 5, 6, 7, 8, and 12 moves.
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