Maze Crawler by Hilvon
You find yourself in the (not so) dark maze. The exit is right in front of you, but it is blocked by flaming wards.
To get past, you have to collect 7 keys scattered across the maze. But with every key you collect some passages in the maze become blocked by walls of flame.
The game is set up so there is always a possible route to the center room, but with many keys collected, and thus blockages active it might be hard to find.
Have fun!
Comments:
I didn't have enough time to finish the player model animations.. And the environment models are... kind of rough and crappy...
And there are absolutely 0 sounds, :(
POST LD:
A version 0.5 is now available, featuring: - updated Maze generation process so it runs quicker, while generating better mazes! - A character model with animations... ((Though sometimes I think that not having them would benifit the game... I'm still not the best animator there is)) - Game rules overhaul! Now you can only carry one key at a time, and some keys are used to unlock other keys, rather than need to be brought to central room (usually 1 or 2 are this way...) - Key models are updated. - Lock state marked to semi-clearly show which key is required to unlock it.
Please enjoy and leave your feedback!
Ratings
| Overall | 570th | 2.909⭐ | 35🧑⚖️ |
| Fun | 610th | 2.606⭐ | 35🧑⚖️ |
| Innovation | 399th | 3⭐ | 35🧑⚖️ |
| Theme | 504th | 3.03⭐ | 35🧑⚖️ |
| Graphics | 474th | 2.924⭐ | 35🧑⚖️ |
| Humor | 545th | 1.75⭐ | 28🧑⚖️ |
| Mood | 552th | 2.55⭐ | 32🧑⚖️ |
| Given | 44🗳️ | 22🗨️ |
The movement's a bit sluggish and i'd love to see dem player animations.
Are you going to keep working on it for the jam?
I'm not going to continue this for the jam, but I do think it would like to epand it a bit out of competition. I like the concept.
The maze is kind of procedurely generated. It uses a pixelmap to create the layout, but it them uses quite a peice of math to randomly place blockages so that by the time all keys are collected there is exactly 1 path remaining from location of the key to the master room.
So it's not fully procedural. But it wouldn't be that hard to add more layous. I might even uprade this game to read external textures from "Streaming Assets" folder and let players build their own mazes...
Controls felt a bit off to me, like pushing a big rock around an ice rink. Definitely some potential here though. Nice job :)
MAze generation is definitely a star here, and I already noted a couple of things I can improve there. Hopefully I will have time to do a propper post-LD version.
I didn't take a look at your source code, but it seems you must be using some variation of the default Unity character controller, which gives this floaty feeling to the giant suppository's movements. Although I understand it allows for some easy means of collision detection, the game would benefit a lot from some custom movement scheme not involving physics.
Anyway, I'll be curious to know how this project evolves.
Thank you for feedback!
Anyway I'm working on the Post-LD version now... So maybe after the voting is over I will put a more polished version up.
Audio is also somewhere down the list, but... I'm not good at it. ((Then again, I'm not good at animations as well, which doesn't stop me from doing them... slowly but surely.))
And I am planning to add some secondary environmental props... A couple more potential room layouts to add variety. Some Maze-constructor optimizations and an extra mechanic that would allow you to actually lose a level...
But that will have to wait till the voting is over. I want the votes to reflect my actual LD game and not be affected by post-LD version. ((And it would give me more time to work on stuff))
Very nice!
Huh? The camera was supposed to be controlled by mouse movement... so this is most likely some sort of a bug. :(
Could you give me some details on what is your setup so I might try to figure out what went wrong for you?
((And on an unrelated note, but I might as well confess since nobody pointer it out by now - I forgot to put a constraint to vertical axis, so you technically can turn the game upside-down...))
Just to check - you were using a controller and the camera rotation didn't link to right stick?
This might be a problem as I never play-tested the game using a controller... due to not owning one. :blush:
I guess I better pick one up after all.
Yeah, I realized that my blockage placement algorithm was a bit too zealous in placing the fires... And when the final key was picked up there is literally nothing but the correct path remaining which makes the maze.. less of a maze.
Definitely something to dix in the post-LD version.
I just hope you put few screeshots of the game in here, hopefully you`ll add more challenges to the maze, god luck !
And honestly... I didn't feel like my game had some solid graphics to make appealing screenshots. ((That, and I had to really publish the game in a rush, so I just forgot to put some...))
At the moment there is onlu Windows 32 build available of the new version. If you need a buils on another platform - please let me know.