Maze Muncher
ArcadeFree to playNavigate the maze, collect every dot, and stay ahead of the roaming chasers.
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Maze Muncher is a corridor chase on a fixed 15-row by 19-column grid. You steer a yellow muncher through the open lanes, eating every dot on the board, while three chasers — pink, cyan and yellow — patrol the same corridors.
Both you and the chasers move on a shared 300 ms tick, so the whole board advances in discrete steps rather than smoothly. Every dot is worth 10 points, and eating the last dot ends the round. Touching a chaser ends it too, so the run is a routing problem, not a reflex test.
The chasers do not hunt you. At each intersection each one filters its possible directions, tries its preferred turns in order, and only reverses as a last resort. That means they are predictable over short distances and dangerous in corridors with no side exits.
Clear a round by collecting all dots without contact with any chaser.
Controls
- Arrow Keys - Move one cell per 300 ms tick
- Space or Enter - Pause or resume after the run starts
- Mobile: Swipe in the direction you want to go
Tips & Tricks
- 1Cross open intersections early in a tick, not late — the chasers move on the same 300 ms clock
- 2A chaser almost never reverses, so a corridor you just came from is briefly the safest place behind it
- 3Clear dead-end pockets first while all three chasers are on the far side of the board
- 4The pink and cyan chasers start top-left and top-right, the yellow one bottom-left — use that spread
- 5Watch the ghost colours, not just your muncher; peripheral vision catches pincer setups
- 6Never enter a corridor whose only exit is blocked unless the tick just fired
- 7Buffer your next turn early so a queued direction applies the moment the corridor opens
Frequently Asked Questions
How many chasers are there?
Three, coloured pink, cyan and yellow. All three stay active for the entire round.
Can I eat something to fight back?
No. There are no power pellets in this version — the only way to survive is routing.
How fast does everything move?
One cell every 300 ms for both you and the chasers. There is no speed ramp.
How do I clear a round?
Collect every dot on the board without touching a chaser. There is no separate exit or goal tile.
Is the maze the same every time?
Yes — the wall layout is a fixed 15×19 pattern, so routes you learn stay useful across runs.
How much is a dot worth?
10 points each. Your score is purely a count of dots eaten, with no combo or time bonus.
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A few more picks to keep the session going.
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