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Magnet Maze adds attraction and repulsion to a sliding puzzle. Magnets on the board pull you towards them or push you away, so a move does not simply go until it hits a wall — it goes where the field takes it. Planning has to account for forces you did not place.
Look at the board: magnets, obstacles and the target.
Choose a direction to move.
Magnets pull or push you as you travel.
Reach the target tile to clear the level.
Levels add magnets and tighter routes.
Planning in a system with external forces — anticipating how the environment will alter your action rather than assuming it goes as intended. It is a small but real step up from ordinary route planning.
Read the magnet polarity before your first move. Getting it backwards wastes the whole level.
Use an attracting magnet as a stopping point. It is often the only way to halt where you need to.
Repelling magnets are corridors, not walls — the gap they create is frequently the intended route.
Trace the whole trajectory in your head before moving, including the magnet's effect at each step.
Their influence is shown on the board. Strength does not vary mid-level.
Yes, and that is often the intended way to stop.
Yes — each is generated from a known solution.
Ice Slider stops you at obstacles only. Magnets change your path in flight, which makes the planning genuinely harder.