Milli has too many legs and no sense of direction.
She's stuck in a maze. You're going to get her out.
That's the whole game. Tap, slide, and steer Milli through twisting corridors, dead ends, and paths that looked like a great idea three turns ago. Her long body follows behind her, so the route you took matters as much as the route ahead. Get greedy and you'll box yourself in with your own tail.
The first few mazes are gentle. Then they aren't.
What you're getting into
Dozens of hand-built mazes that start simple and quietly turn devious
One-finger controls — no buttons, no tutorials you have to sit through
Levels you can finish in thirty seconds, or stare at for ten minutes
Play offline, on the bus, in a queue, anywhere
No timer breathing down your neck. Think as long as you want.
Why people keep playing
Because there's a very specific feeling when a maze that made no sense for five minutes suddenly clicks, and the path was obvious the whole time. Milli is built around that moment.
No lives. No energy bars. No waiting three hours to try again. Just you, a millipede, and a wall you weren't expecting.
Get Milli out.
Two things worth adjusting before you publish: I've assumed the tail-follows-you mechanic based on the millipede concept — swap that line if it doesn't match your actual gameplay. And if you have a level count, use the real number instead of "dozens." Specificity converts better than vagueness.