Posted June 03, 2024 by narimiran
The main complaint about v1 of aMaze was that the wall generation was too random and the mazes didn't look like real mazes. For example:
For v2, I implemented the "real" wall-generating algorithm, which creates mazes that look like this:
As you can see, the path to the end is not as straight-forward (read: down-and-right) as before. The paths you need to navigate are more interesting and more involved, with several paths going to the left and/or up.
This allows for mazes to be smaller, but still interesting to play. Because of the smaller dimensions and smarter wall-generating algorithm, you now have only 3 (down from 5 before) bombs at your disposal. Use them wisely :)
The scoring system has been slightly tuned for this new version. Time consumption is three times as costly as before, and the expected scores are much lower — anything over 700 points is considered amaz(e)ing.