4D Maze - JavaScript version

Play with W, A, S, D and I, J, K, L. For details press H and read the documentation.

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Scale: [+] [-]

⬆
⇧
⬅
⇦
☁
⇨
➡
⇩
⬇

Controls

KeyAction
W, A, S, DMove minor-up, -left, -down, -right
I, J, K, LMove major-up, -left, -down, -right
Arrow keysMove major-up, -left, -down, -right
Click a tileMove onto it, if it is one step away
+ and -Zoom in and out, one tile at a time
TToggle automatic dead end detection
HShow which key leads where
SpaceShuffle dimensions, for added confusion
Ctrl+ZUndo the last move

The highlighted tiles

Five tiles are outlined at all times. The gold one in the very middle is where you are standing. The four cyan ones are the centres of the grids immediately above, below, left and right of yours: they are exactly the tiles a major move (I, J, K, L or the arrow keys) takes you to. They are the hardest part of the game to see at a glance, which is why they are marked.

Automatic dead end detection

The ☁ button in the middle of the direction pad turns automatic dead end detection on and off. It starts on.

While it is on, any tile you have stood on that turns out to be a dead end is covered in fog: there is nothing down there, no need to walk in again. As you back out of a blind corridor the fog follows you out, tile by tile, because each tile you leave behind now has only one way on.

The fog is only ever drawn on tiles you have already visited, so it can never give away a corridor you have not explored yet. It is recomputed after every move, so pushing a boulder, opening a lock or flipping a switch immediately clears the fog it invalidates.

Credits

This is a fork of 4dmaze by Andreas Fackler, whose original is still playable at afck.github.io/4dmaze. The game, its artwork and its levels are his. This fork is released under the same MIT licence as the original.