Compare Feel-A-Maze prices across trusted key stores and find the best deal. Developed by Five Archers Games. Published by Strategy First. Released on 11/25/2014. Available on PC. Genres: Indie.

Forty bite-sized mazes, a star-collecting loop, and ten achievements you can clear in a single sitting. Honest micro-arcade fun, but know what you're getting into before you click buy.

I want to be straight with you about what Feel-A-Maze is, because the gap between expectation and reality here is exactly wide enough to cause buyer's regret if you walk in with the wrong mindset. This is a compact, Unity-built arcade game from Five Archers Games where you guide a ball through 40 hand-crafted mazes, collecting stars and chasing leaderboard times. That is the whole thing. No narrative, no unlockable mechanics, no escalating systems. Just you, a ball, a maze, and a clock. The loop is cleaner than it sounds, at least at first. Each maze is a tight, self-contained challenge designed around precise movement and speed. Three stars are hidden across each level, and chasing all 120 of them while keeping your time competitive gives the early runs a pleasingly focused quality. The bonus Christmas levels add a small handful of extra content on top of the 40 main mazes, which is a welcome gesture even if it doesn't dramatically extend the experience. Community players noted that all 10 Steam achievements are achievable in well under two hours, and the main game can be rolled through in roughly 30 minutes by anyone who isn't stopping to smell the roses. That is a genuinely short shelf life, and I think it's the single most important thing to know before buying. Where the game earns some friction is in its respawn loop. When your ball hits a wall, a "Try Again" menu appears and a "Ready, Set, Go" countdown runs before you can move again. On levels where the target clear time sits between 3 and 7 seconds, that 3-second respawn delay feels disproportionately punishing. It doesn't break anything, but it does undercut the snappy arcade rhythm the game otherwise reaches for. A direct retry with no interruption would have suited the pacing far better, and it's the kind of small design call that a solo iteration or a post-launch patch could have fixed easily. Steam players have given it a broadly positive reception for what it is: a low-stakes, casual arcade distraction that works best when you genuinely have ten minutes and no desire to think deeply. The leaderboard component gives it a whisper of competitive life, and if you're the type who obsesses over a 2-second personal best, the replayability stretches a little further. But there's no difficulty selection, no procedural generation, and no post-completion hook to bring you back after the achievement list pops. My honest read: Feel-A-Maze knows its lane and drives in it confidently. It's a small, unpretentious arcade game from a smaller studio, and it carries the particular charm of something that was made to do one thing without apology. Whether that's worth your time depends entirely on how you feel about single-session experiences with no follow-through. If you find peace in a compact, achievable puzzle loop, this delivers it. If you need depth or longevity, there are better uses for your afternoon. Kai, Scout Team

Feel-A-Maze

Feel-A-Maze

Nov 25, 2014Five Archers GamesStrategy First
GamerScout Says

Forty bite-sized mazes, a star-collecting loop, and ten achievements you can clear in a single sitting. Honest micro-arcade fun, but know what you're getting into before you click buy.

PC
Best Price Available
€0.00
at N/A
Historical low: €0.37

GamerScout Verdict

Best for achievement hunters who want a quick, no-fuss arcade session - not for anyone expecting depth or replay value.

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Price History

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About Feel-A-Maze

I want to be straight with you about what Feel-A-Maze is, because the gap between expectation and reality here is exactly wide enough to cause buyer's regret if you walk in with the wrong mindset. This is a compact, Unity-built arcade game from Five Archers Games where you guide a ball through 40 hand-crafted mazes, collecting stars and chasing leaderboard times. That is the whole thing. No narrative, no unlockable mechanics, no escalating systems. Just you, a ball, a maze, and a clock. The loop is cleaner than it sounds, at least at first. Each maze is a tight, self-contained challenge designed around precise movement and speed. Three stars are hidden across each level, and chasing all 120 of them while keeping your time competitive gives the early runs a pleasingly focused quality. The bonus Christmas levels add a small handful of extra content on top of the 40 main mazes, which is a welcome gesture even if it doesn't dramatically extend the experience. Community players noted that all 10 Steam achievements are achievable in well under two hours, and the main game can be rolled through in roughly 30 minutes by anyone who isn't stopping to smell the roses. That is a genuinely short shelf life, and I think it's the single most important thing to know before buying. Where the game earns some friction is in its respawn loop. When your ball hits a wall, a "Try Again" menu appears and a "Ready, Set, Go" countdown runs before you can move again. On levels where the target clear time sits between 3 and 7 seconds, that 3-second respawn delay feels disproportionately punishing. It doesn't break anything, but it does undercut the snappy arcade rhythm the game otherwise reaches for. A direct retry with no interruption would have suited the pacing far better, and it's the kind of small design call that a solo iteration or a post-launch patch could have fixed easily. Steam players have given it a broadly positive reception for what it is: a low-stakes, casual arcade distraction that works best when you genuinely have ten minutes and no desire to think deeply. The leaderboard component gives it a whisper of competitive life, and if you're the type who obsesses over a 2-second personal best, the replayability stretches a little further. But there's no difficulty selection, no procedural generation, and no post-completion hook to bring you back after the achievement list pops. My honest read: Feel-A-Maze knows its lane and drives in it confidently. It's a small, unpretentious arcade game from a smaller studio, and it carries the particular charm of something that was made to do one thing without apology. Whether that's worth your time depends entirely on how you feel about single-session experiences with no follow-through. If you find peace in a compact, achievable puzzle loop, this delivers it. If you need depth or longevity, there are better uses for your afternoon.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstier:sub-5Achievement Hunter FriendlySub-2-Hour CompletionLeaderboard RacingPrecision MovementBite-Sized ArcadeStar CollectingTime Attack

System Requirements

Minimum

OS
Windows XP/Vista/7
Memory
1 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
DX9 (shader model 2.0) capabilities
Processor
2 GHz processor
Sound Card
DX9 compatible sound card

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Game Info

Developer
Five Archers Games
Publisher
Strategy First
Release Date
Nov 25, 2014

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How much does Feel-A-Maze cost?

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What platforms is Feel-A-Maze available on?

Feel-A-Maze is available on PC.

When was Feel-A-Maze released?

Feel-A-Maze was released on 25 November 2014.

Who developed Feel-A-Maze?

Feel-A-Maze was developed by Five Archers Games and published by Strategy First.