Every maze this tool draws is what puzzle designers call a perfect maze: there are no loops, no walled-off pockets and no second route. Between any two points exactly one path exists, which is why the solver never dead-ends into a section that was unreachable from the start, and why the answer key can be computed rather than drawn by hand.
It builds the grid by carving. Starting from one cell it knocks down a wall into an unvisited neighbour, keeps going until it runs out of new neighbours, then reverses back along its own trail to the last cell with an unexplored side and continues from there. That backtracking is what produces the long winding corridors and sudden branches that make a maze feel designed.
Difficulty here changes the grid, not the drawing. The easy setting caps the maze at fifteen cells in each direction and the hard setting will not go below twenty-five, so the same page ends up with either fat, obvious corridors or a dense lattice. The solution path is found separately by breadth-first search, which means it is always the shortest route rather than the one the generator happened to carve first.
No. The carving method visits every cell exactly once and never reopens a wall it has already passed through, so the finished grid is a tree rather than a network. That structure guarantees a single route between any pair of cells.
The difficulty presets override the dimensions. Easy reduces anything larger than fifteen cells per side down to fifteen, and hard raises anything smaller than twenty-five up to twenty-five. For an exact grid, use the difficulty that does not clamp your range.
By breadth-first search across the finished grid, which explores outwards evenly from the start and therefore reaches the exit by the shortest available route. Because the maze has only one route, shortest and only are the same thing here.