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DuoClash

Two-Hand Maze

One of you tilts left and right, the other up and down. Co-op run of 6 levels.

Two-Hand Maze is a two-player co-operative marble maze in which one player tilts the board left and right and the other tilts it toward and away. Together you guide the marble past the holes to the goal and clear every level in time.

It's the wooden labyrinth toy split between two people: you own the left-right knob, your friend owns the toward-and-away knob. Neither of you can get the marble home alone, so the table starts shouting "left… LEFT… stop!" within seconds.

Also known as Marble maze, Tilt maze, Co-op labyrinth game.

Get it on Google Play
Two-Hand Maze: One of you tilts left and right, the other up and down.
Face-off · Co-op run of 6 levels
How you hold it
Face-off
Match
Co-op run of 6 levels
Length
About 2 to 4 minutes
Play
Together with a friend or bot teammate

How to play Two-Hand Maze: quick rules

About 2 to 4 minutes for a full run of 6 levels; a failed run ends sooner. Full rules, options and bot levels are further down.

  1. 1Red tilts left and right. Blue tilts toward and away.
  2. 2The marble rolls the way you push. Talk to each other!
  3. 3Holes cost a shared heart. Reach the goal to clear the level.
  4. 4Clear every level before the clock runs out.

Two-Hand Maze rules

Setup

  • You play as one team against the clock. Red and Blue each own one axis of the maze.
  • Each level is a square wooden tray with walls, holes, a start ring and a goal. It is drawn from above, so it reads the same from both ends of the phone.
  • There are six hand-built levels in a fixed order: First roll, The gate, Zigzag, Hole field, Two bridges and Inner room. A short run plays the first three.
  • A 3-2-1 countdown starts every level. The marble sits still on the start ring and both knobs are level.

Play

  • Red's slider tilts the maze left and right; Blue's tilts it toward and away from Blue. For both of you, the marble rolls the way you push, and neither track is mirrored.
  • A knob stays where you let go of it, like the toy, so a parked knob keeps the tilt on. Near the middle it snaps to level.
  • The marble speeds up with the tilt, slows a little as it rolls, and bounces softly off walls. It can never pass through a wall.
  • Roll near a hole without falling in and a dashed ring flashes round the marble as a close call.

Holes, gems and the goal

  • If the marble drops into a hole, the team loses one shared heart and the marble goes back to the start ring. The knobs stay where they were and the clock carries on from where it was.
  • Hearts are shared and carry over from level to level; they don't refill.
  • With Gems on, roll over the sun gems on the way to add to the team's gem count. Collect every gem on a level and the sticker says "All gems!".
  • Roll the marble into the goal to clear the level. A "Level N" sticker shows, then the next level starts with its own countdown and a full clock.

Winning and losing together

  • Clear the last level and the team wins: "Team clear!".
  • Lose the last heart, or let a level's clock run out, and the run ends with "So close!" and the level you reached.
  • Nobody wins over the other. A run never counts as a Red or Blue win, and the result is never shown in one player's colour.
  • A cleared run can set your pair's "best together" record: most levels, then most gems.
  • After a clear, tap Play again; after a fail, tap Retry. Both start a fresh run from level 1.

Levels

First roll
An open floor with two short walls and no holes, to learn your axis.
The gate
A central wall with one gate and four holes near the corners.
Zigzag
Three walls with a gap on alternating sides, and two holes.
Hole field
An open floor scattered with twelve holes.
Two bridges
Two halves joined by two narrow gaps between columns of holes.
Inner room
A spiral wall whose entrance sits next to a hole, then a turn into the goal room.

Tips to win at Two-Hand Maze

  1. 1Talk it through: call out where the marble should go next before either of you tilts.
  2. 2Use small tilts. A knob stays where you let go, so nudge it rather than shove it, and bring it back toward level.
  3. 3Near holes, move one axis at a time. It's far easier to control than both at once.
  4. 4Slow the marble before gaps and holes; it speeds up with the tilt and keeps rolling.
  5. 5Hearts are shared and never refill, so a slower safe route usually beats a risky shortcut.

Controls

Phone flat between you. Each player owns a half, and the far half faces the far player.

  • Touch anywhere on your track and the knob jumps to your finger, then follows it.
  • Once you've touched your track, the knob keeps following your finger even if it wanders across the screen, until you lift it.
  • You both play at once. Each track is its own zone, and a second finger on the same track is ignored.
  • Touches during the countdown, a fall or a level sticker are ignored: lift and touch again.

Options

Every option is free. Defaults are marked.

OptionChoicesWhat it does
PlaySame phone (default)With a botPlay with a friend, or alone with a bot teammate on Blue's axis.
Bot teammateEasyNormal (default)HardHow steady your bot teammate's hand is.
Levels3 (Short run)6 (Full run) (default)A short run plays levels 1 to 3.
Clock per level90 s Relaxed60 s Normal (default)40 s TightEach level has its own clock, reset at the start of the level.
Hearts3 shared (default)5 sharedPracticePractice has no hearts: falls cost nothing, but the clock still runs.
GemsOn (default)OffExtra. Sun gems to collect on the way; the result shows the team's gem count.
Swap axes each levelOnOff (default)Extra. On levels 2, 4 and 6, Red takes the toward-and-away axis and Blue the left-right axis.
Spring backOnOff (default)Extra. A knob you let go of eases back to level instead of staying put.

Play Two-Hand Maze against the bot

Playing alone, the bot is your teammate, not your opponent. It steers Blue's axis only, plans a safe route to the goal that keeps away from holes, and sees only the maze and the marble, never your finger or your knob. It keeps steering even if you stop.

Easy

A slow, loose hand that often aims off the path and sometimes pushes the wrong way for a moment.

Normal

Steadier and quicker, with the odd wrong-way slip.

Hard

A calm, precise hand that follows the safe path closely and never pushes the wrong way on purpose.

Online, tournaments and hints

Online
One phone onlyTwo-Hand Maze is real time: the marble depends on both players' live hands at once, so it stays on one phone.
Tournament
Not in tournamentsTwo-Hand Maze is a co-op game with one shared result and no winner, so it isn't offered in tournaments.
Hints
No hints here: it's all about your own reactions.

How it feels

  • A wooden rolling sound that rises with the marble's speed, and a soft knock on hard wall hits.
  • A short rising whistle on a close call, and a drop and rattle when the marble falls in a hole, with the hearts row shaking.
  • A clunk and chime as the marble sinks into the goal, and a team jingle on a clear.
  • A tick each second under 10 seconds, faster under 5.

Accessibility

  • Nothing depends on colour: each control belongs to your end of the phone, the roll direction is drawn as chevrons on each track, holes differ by shape and depth, and the goal has a star.
  • One finger per player. With a bot teammate, one person can play with one hand.
  • The Relaxed clock and Practice suit new players; Spring back helps anyone who finds a parked knob hard.
  • With reduce motion on, the 3D tilt and shakes are off and pops become short fades.

Two-Hand Maze questions

Play Two-Hand Maze on one phone

Free on Android. Sit face to face, or take on the bot on Easy, Normal or Hard.

Get it on Google Play