Free to play20 Small Mazes Twenty mazes, twenty ideas
A short, calm puzzle collection where each maze bends the rules in a new way, and none of them can be failed.
Is 20 Small Mazes worth it?
20 Small Mazes is worth it if…
- you like small, clever puzzles more than long campaigns
- you want something calm to unwind with, no timers or pressure
- you enjoy working out a puzzle's rule before solving it
- you want a short game you can actually finish in an evening
Screenshots
Every maze is its own idea
The twenty mazes share almost nothing. One has you fold the maze itself to open a path, another spreads across five floors, another looks like it was drawn by a six-year-old and plays along. There is a sliding puzzle, a number hunt, a maze you solve by controlling the maze instead of the little marker inside it. The fun is rarely in finding a path: it is in working out what each maze actually wants from you. Once the trick clicks, the solution tends to be quick and satisfying. The mazes sit as cards on a table, so if one refuses to click, you can leave it and try another.
Short, calm and friendly
The whole game runs about one to two hours, and there is no filler in it. No timers, no punishment for a wrong turn, nothing keeping score. You move with the keyboard, click with the mouse, and play at whatever pace the puzzle deserves. The look is clean and colorful, simple shapes on a tidy screen, and a few puzzles need a bit of English, but none need sound or color vision to solve. It is the kind of thing to play in one sitting with a coffee, or to stretch over a week of lunch breaks. A couple of puzzles are vague enough to stall you for a while; stepping away and coming back usually helps.
What do you need to run it?
Is it hard? you bounce off difficult puzzle games.
Mostly gentle. Many of the mazes give up their trick quickly and the challenge is spotting it, not executing it. A few are sterner: the sliding puzzle in particular has a reputation for stumping people, and one or two puzzles are vague about what their parts are for. Nothing is timed, so a stubborn maze costs you patience, not progress.
Do you need good English or good hearing to solve everything?
A little English helps: a few puzzles use English words or letters as part of their solution, and the rest of the game is light on text. Hearing is never needed, since no puzzle requires sound to solve, and neither is color vision. If you can read this page comfortably, the English in the puzzles is within reach.
Is twenty mazes enough to be worth it?
That depends on what you want from an evening. Twenty sounds small until you notice each maze is a separate idea with its own rules, closer to twenty tiny games than one game in twenty rooms. If you like a compact, complete thing you can finish and feel good about, the length is a feature. If you want dozens of hours of content, this is not that.


















