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Daedalus's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #1175 | 2.692 | 2.692 |
| Theme | #1363 | 2.308 | 2.308 |
| Innovation | #1385 | 2.231 | 2.231 |
| Overall | #1583 | 1.974 | 1.974 |
| Gameplay | #1685 | 1.769 | 1.769 |
| Enjoyment | #1808 | 1.692 | 1.692 |
| Audio | #1991 | 1.154 | 1.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
In the game you have to traverse a vast maze filled with traps and objectives, you need to make sure nothing goes wrong or else you'll be reset so you have to remember locations of traps or objectives.
What code and assets did you not make from scratch during the jam (if any)?
99% of the art is from scratch, thanks to my partner. But the code is a bit of a frankensteins monster as i used code from old projects, new code and stuff i learned/found online, so the code isnt made from scratch
How many people worked on the game?2
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Comments
Really awesome visuals with the pixelated shading, I struggled to be engaged by getting text that tells me that I've hit a trap when I took the wrong turn though.
Overall I think this is a good idea, but I think there are a few issues with the game as it is now. Movement speed felt very slow, and this was frustrating when I started at the beginning of the maze every time I died to a trap. I also feel like there wasn't very much to do other than just following the maze. I also thought dying to traps I couldn't really see was very unforgiving due to the fact I would start at the beginning every time. However, I did really like the visuals, just maybe tone down the filter a bit so it doesn't cross the line between looking retro and looking blurry! But I think there's a good idea here and lots of potential!
I thought the shader/filter was way too much. It was really hard to read the text for me. Also it was very iritating that I just died but all I did was walking along a corridor.
Good job, but a bit irritating in my opinion. I think with a bit less sharp filter and at least some hints of a trap, this would be much better.
I liked the skull in the beginning, it was pretty neat.
Honestly, not bad. Just a couple notes that I thought would be nice. The last door not needing a key kinda through me off, and having one of the monster walls not needing to be killed either was weird. It would also be nice if we had the checkpoints face you in the same direction each time or had some type of landmark to show where the new area is. other then that great game! love the visuals.
I love mazes but it's quite inconvenient having to remember all the wrong paths I took without knowing what traps are there. +1 for aesthetics and post-processing.
cool idea, i like the pixelated effect on everything, although i kept dying to traps i couldnt see so didnt get very far, but nice idea and pixel effects
Hey are you going to upload the game?