Big Maze
๐ช Bored? Try Another Game!
152 games are waiting for you โ pick a new one!
Farm or Forest
Animal Games ยท 4-8Find Missing Item
Reflex Games ยท 5-10Color Bubbles
Food Games ยท 4-10Season Memory
World Games ยท 4-10Food Memory
Food Games ยท 4-10Caravan Journey
Reflex Games ยท 5-12Hangman
People Games ยท 6-12Concert Dress Up
People Games ยท 4-12School Memory
Object Games ยท 4-10Make Hundred
Math Games ยท 7-10Count to 20
Math Games ยท 3-8Feed the Dog
Animal Games ยท 3-7๐ How to Play Big Maze
Big Maze is a three-dimensional exploration game set inside one enormous maze. Your goal is the rainbow exit โ but coloured locked doors, sleeping monsters, pits and pushable crates sit between you and it. The game was designed for a child who cannot read yet: there is not a single sentence to read inside it, everything is explained with colour and pictures, and walking is the only thing you ever have to learn.
- Pick your character from the menu. The knight, wizard, archer and explorer all walk at the same speed โ only the look changes.
- Walk with the arrow keys, WASD, or by dragging your finger on a phone. Direction is the only input โ keys, doors, levers and crates all react the moment you touch them.
- The arrow above your character always points where you need to go. Getting lost is not really possible.
- The map on the right fills in as you explore, but the rainbow exit is marked from the very start, so where you are heading is never a mystery.
- Walk over a coloured key and every door of that colour opens at once โ you never have to walk back and touch each door.
- When you reach the exit your stars are counted and the next, larger maze begins.
๐ถ What to expect at ages 5-11
The game asks a child for one thing: to match the direction in their head with the direction on the screen. For younger children that is exactly where the first difficulty appears โ the map sits on the right, so "is right on the map my right?" becomes a real question. That is why the camera never rotates: the map and the screen always face the same way, so a child cannot lose their bearings. The second skill that grows here is sequencing. Seeing a locked door and thinking "I need the key first, let me go back" is a genuine planning step for a six-year-old, and it usually clicks by the second or third maze. Because there is no timer and no lives, taking the wrong turn is exploration rather than punishment.
๐ At home and in the classroom
Sitting next to them, ask them to look at the map rather than the screen: "where is the rainbow, where are you, which way do you need to go?" Those three questions turn the maze into a puzzle. With two children, let one read the map while the other walks โ a single game becomes a two-player task. In class, put it on the projector and hold a quick vote on "left or right?" at each junction; it is the fastest way to make direction words and map reading concrete. Drawing their own maze on paper afterwards makes a natural follow-up activity.
๐ก Tips
- Ran into a locked door? Do not worry โ the key of that colour is always somewhere you can already reach.
- If a monster catches you it only pushes you back two squares and then falls asleep โ you do not have to run, waiting is a valid plan.
- Push a crate into a pit and the pit fills in so you can walk across. Push it the wrong way and the maze is still solvable; you only lose the shortcut.
- If nothing happens for nine seconds a firefly arrives. Deliberately standing still to call it is a perfectly good tactic.
- The faded areas on the map are the parts you have not visited yet โ that is usually where the stars are hiding.
๐งฉ As the maze grows
The maze is a ring of four regions: forest, ice, sand and crystal. There are only three gateways between them, each locked in the colour of the region it opens, and the matching key always sits in the region before it. That gives the game a natural order and means a child is never left wondering where to go next. The first maze is 25ร25 squares and later ones grow to 49ร49, with more monsters and more kinds of obstacle. Every maze contains at least two genuinely different routes to the exit โ two children playing the same maze do not have to take the same path.
โ Frequently Asked Questions
What age is Big Maze for?
The game is built for ages 5-11 and especially for children who cannot read yet: there is not a single sentence to read inside the game โ everything is shown with pictures and colours. The only input is direction; keys, doors, levers and crates all react on touch, so there are no controls to memorise.
Can you lose, die or run out of time?
No. There is no timer, no health bar and no score penalty. If a monster catches you it simply pushes you back two squares and then falls asleep for a while โ you are never sent back to the start or teleported away. Progress is never lost.
What happens if my child gets lost in the maze?
There are three safety nets. An arrow floats above the character and always points where to go; the map on the right fills in as they explore and marks the exit from the very beginning; and if there is no progress for nine seconds, a firefly flies in and traces the correct path.
Is every maze guaranteed to be solvable?
Yes, and it is not left to chance. Every maze is checked by the computer the moment it is generated: does a real route to the exit exist, are there at least two genuinely different routes, and are there too many dead ends. A maze that fails any of these checks is never shown to the player.
Does it work on a phone or tablet?
Yes. On a phone a joystick appears in the bottom-left corner and the character walks wherever you drag your finger; the map shrinks into the corner. Because the game is 3D it needs a modern browser with WebGL support.
Are there ads or anything unsuitable for children?
No. The site shows no ads, the game contains no external links, and the monsters are drawn as friendly rather than frightening. All content is safe for children.