Tint Maze: Chromatic Labyrinth with Walls and Corridors
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Description
Core Gameplay
Tint Maze combines colour connection with maze navigation. Each puzzle shows coloured dots placed at various points; you must draw paths connecting each colour pair, but the grid contains solid walls (unpassable cells) and one-way corridors. Paths cannot cross each other or walls. The goal remains connecting all pairs, but the maze-like constraints increase complexity.
Level & Content Design
The game includes 230 puzzles, grouped into 4 ‘depth’ levels. Early mazes have simple wall layouts; advanced mazes feature multiple rooms, teleporters, and rotating walls. Puzzle sizes range from 6×6 to 12×12. All puzzles are manually designed and tested for solvability. No external updates are planned – the product is static.
Visuals & Experience
A dungeon-map aesthetic – stone-textured backgrounds, walls with brick patterns, and glowing paths. The drawing mechanic snaps to walkable cells only; you cannot draw through walls. Sound effects include a soft ‘click’ when placing a path segment (switchable). The interface is uncluttered, with large icons for touch.
Key Features
A ‘wall visibility’ toggle dims the grid to highlight only walkable cells. Unlimited undo/redo. A hint system reveals a single cell where a path can be extended safely. No timers, no move counters, no competitive elements. All features work offline.
User Value
Tint Maze enhances spatial navigation and logical exclusion (deducing where paths cannot go). The maze theme adds a light adventure feel without rushing the player. It is excellent for building patience and methodical thinking.
Usage Scenarios
Ideal for evening relaxation, while listening to audiobooks, or as a shared puzzle-solving activity on a tablet. The absence of flashing visuals makes it suitable for sensitive viewers.





