- Release Year: 2021
- Platforms: Windows
- Publisher: My Label Game Studio
- Developer: My Label Game Studio
- Genre: Labyrinth, Maze, Puzzle
- Perspective: Fixed / flip-screen
- Game Mode: Single-player
- Average Score: 77/100

Description
Maze Art: Red is a minimalist puzzle game in the Maze Art series where players control a ball through simple, beautifully designed mazes to find the exit portal, accompanied by relaxing music across 50 levels with achievements.
Maze Art: Red Reviews & Reception
steambase.io (85/100): has earned a Player Score of 85 / 100. This score is calculated from 13 total reviews which give it a rating of Positive.
stmstat.com (69/100): has garnered a total of 13 reviews, with 11 positive reviews and 2 negative reviews, resulting in a ‘Mixed’ overall score.
Maze Art: Red: Review
Introduction
In an era dominated by sprawling open-world epics and hyper-realistic simulations, Maze Art: Red emerges as a defiant beacon of simplicity—a minimalist puzzle game that strips gaming down to its most primal essence: navigation through labyrinthine paths. Released on December 4, 2021, as part of My Label Game Studio’s prolific Maze Art series, this title invites players to guide a humble ball toward glowing portals across 50 deceptively straightforward mazes, all underscored by soothing ambient tunes. Its legacy, though niche, lies in embodying the indie explosion of early 2020s Steam releases, where small studios churned out color-coded puzzle variants amid the platform’s algorithmic gold rush. My thesis: Maze Art: Red masterfully captures the zen-like purity of classic maze games but falters in innovation, cementing its place as a relaxing diversion rather than a genre-defining triumph.
Development History & Context
My Label Game Studio, a modest indie outfit with no prior blockbuster pedigree, unleashed Maze Art: Red during the tail end of 2021—a year when Steam’s indie ecosystem was flooded with bite-sized puzzle experiences. The studio self-published the game, handling both development and distribution, a common model for low-budget titles priced at $9.99. Technologically, it was a featherweight: fixed/flip-screen visuals optimized for any hardware (Intel/AMD 2GHz CPU, 2GB RAM minimum), reflecting the era’s shift toward accessible PC gaming post-pandemic. No advanced engines like Unity or Unreal were needed; this feels like a bespoke creation in a tool like GameMaker, prioritizing rapid iteration over spectacle.
The Maze Art series context is telling: Red slots between Purple and Yellow, amid a rainbow of siblings (Black, Pink, Blue, Brown, Green, Orange, Rainbow) all dropping in 2021. This assembly-line approach mirrors the “color-by-number” indie strategy, where developers repurpose core mechanics with palette swaps to maximize Steam visibility via wishlists and algorithm boosts. The gaming landscape? Post-Among Us and amid Wordle‘s virality, casual puzzles thrived as palate cleansers. Constraints like solo development bred efficiency—50 levels in a 300MB download—but also repetition, evoking 1980s Atari maze romps (Lady Bug, Lock ‘n’ Chase) digitized for modern minimalism.
Narrative & Thematic Deep Dive
Maze Art: Red eschews traditional narrative entirely, a deliberate void that amplifies its thematic core: existential navigation in a void. No characters populate its screens; the protagonist is an anonymous red-hued ball, rolling silently through abstract mazes toward salvation in portal exits. Dialogue? Absent. Cutscenes? Nonexistent. Instead, the “plot” unfolds organically across 50 levels, each a microcosm of progression—from rudimentary loops to labyrinths demanding spatial intuition.
Thematically, it’s a meditation on minimalism and mindfulness. The red motif evokes passion, urgency, or primal energy (think Matisse’s bold strokes), contrasting the game’s relaxing music to symbolize calm amid chaos. Themes of isolation emerge: the ball’s solitary journey mirrors modern digital ennui, where players seek “exits” from daily mazes. Subtle progression implies growth—early levels teach momentum control, later ones probe patience—echoing philosophical puzzles like The Witness, but sans intellectual riddles. Achievements (100 on Steam, per store page; 76 listed elsewhere) gamify completionism, with unlocks like “Level 28” rewarding persistence. Critically, this narrative sparsity invites projection: is the ball a soul, a marble, or you? In a series spanning colors, Red stands as the visceral entry, its hue implying intensity lacking in pastel predecessors.
Gameplay Mechanics & Systems
At its heart, Maze Art: Red distills maze puzzles to direct-control elegance: arrow keys (or WASD) propel the ball, physics dictating inertia and bounces off walls. Core loop? Enter maze → navigate flip-screen views → reach portal → exhale to tranquil music. 50 levels escalate organically:
Core Loops and Progression
- Early Game (Levels 1-15): Tutorials in disguise, teaching tilt, speed, and dead-ends. Simple grids build confidence.
- Mid-Game (16-35): Branching paths introduce timing—portals flicker? Momentum carries you over gaps.
- Late Game (36-50): Diabolical loops demand pixel-perfect rolls, evoking Super Monkey Ball minus 3D vertigo.
No combat, no lives—failure resets softly, preserving zen. Character progression? Nil; the ball evolves via player mastery. Achievements track levels, fueling meta-progression (100% completionists unite).
UI and Controls
UI is Spartan: level select, pause, achievements menu. Flip-screen prevents disorientation, a nod to Pac-Man lineage. Flaws? Repetition breeds fatigue; no variable difficulties or editor mode. Innovative? Physics-based rolling adds tactile joy over point-and-click, but lacks novelties like switches or hazards.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Ball Physics | Responsive, momentum feels natural | Slippery on tight corners |
| Level Variety | Steady escalation | Predictable patterns |
| Achievements | 100 granular unlocks | Trophy-hunting over depth |
| Controls | Direct, intuitive | No controller remapping noted |
Overall, systems shine in brevity (sessions under 5 hours) but expose indie pitfalls: no replayability beyond speedruns.
World-Building, Art & Sound
The “world” is abstract minimalism: stark red lines on black voids form mazes, portals pulsing invitingly. Fixed-screen vignettes evoke pixel art poetry, “beautiful art design” per Steam blurb realized in clean vectors—no clutter, pure geometry. Atmosphere? Hypnotic; red’s vibrancy pops against darkness, fostering immersion via negative space, akin to Monument Valley‘s illusions but flatter.
Sound design elevates: “Relax music” loops ambient synths—ethereal pads, subtle chimes syncing to rolls. No SFX overload; portal whooshes provide punctuation. Together, they craft ASMR-like calm, red visuals pulsing to bass swells. Contributions? Art distills focus, sound soothes frustration—perfect for commutes—yet lacks dynamism; no adaptive tracks per level dilute impact.
Reception & Legacy
Launch reception was muted: No Metacritic score, MobyGames lacks reviews, Steam’s 13 tallies yield “Mixed” (11 positive, 2 negative; 69-85% per trackers). Positives praise relaxation (“pure zen”); negatives cite repetition or antivirus flags (one Steam post: quarantined on launch). Commercially? Obscure—zero VGChartz owners tracked, no sales charts. Evolution: Achievements hit 100% on some platforms (RAWG), hinting cult plaudit-hunters.
Influence? Marginal, but as Maze Art series linchpin, it exemplifies 2021’s puzzle glut (aMAZE, Laruaville). Echoes in Gorogoa-lite minimalism; inspires “cozy games” wave. Historically, it nods to K.C.’s Krazy Chase! (1982), preserving maze DNA in indie form—niche preservation amid AAA bloat.
Conclusion
Maze Art: Red is a exquisite minimalist gem: 50 levels of ball-rolling bliss, wrapped in red artistry and chill soundscapes, demanding little yet rewarding focus. Yet repetition and sparsity cap its ambition, rendering it a series footnote over standalone icon. In video game history, it occupies the unheralded indie periphery—a relaxing respite for puzzle purists, scoring 7/10. Ideal for short bursts, but don’t expect revolution; seek siblings for variety. My Label Game Studio’s output endures as testament to Steam’s democratizing power.