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[Untitled Maze Game]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mood | #38 | 3.801 | 4.429 |
Overall | #85 | 3.280 | 3.821 |
Visuals | #88 | 3.434 | 4.000 |
Audio | #97 | 3.066 | 3.571 |
Gameplay | #116 | 2.820 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
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Comments
Hi liked you game the mood was very atmospheric and the music added to this. I never had to use the rewind and did not see the monster . i only just made it with 2 second to spare. Fun game to play . Well done.
So I just played your game. I really liked the creepy atmosphere it gave. The choice of music was really good, although I kinda wish there was either a corelation between volume / speed of the music or possible some other sound effect to hint towards how far away you are from the monster.
I *really* loved how you did the credits with literal links to the product, that was cool!
One time I rewound into the monster, not sure how that happened. Does the monster not rewind? Or?
I liked obarroso's comment about having an event to help demonstrate when would be good times to use rewind. I tended to use it to try gain more time. But it also confused me even more when I did so since it took me back to a spot in the maze that has no references. Which leads me to my suggestion -> Have a minimap for the walls. Don't need to show the gems or the monster. But at least if there is some context as to where I am it feels a bit more fun, and a little less brutal.
Does the monster ever lose track of you? I was just wondering since how the music comes on. Not sure if you he just always knows where you are or not. I did find that I was able to run straight past him though which felt a little weird, I was expecting him to lunge and not allow me past.
Granted, I lost track of the main objective because of trying to avoid him, so I haven't actually gotten to collect them all yet haha!
Was a good experience overall though to be honest! Nice job! Also so far haven't seen others on the horror/scary theme so that was different.
I apologize for the late comment, but I just tried out your game and thought that it was pretty amazing.
I like how once the music started to kick in, it was a sign saying that the monster is probably behind me xD
As much as I like the environment and design, it got really confusing once I needed to get the last fragment. Every turn I made was a complete dead end, with the monster chasing me. Once the maze changed again, I was able to get the last one.
Another thing is I never had to use the Rewind Time mechanic (mostly because I forgot about it). I think what could be a lesson to teach the player about it is have them walk down a hallway, then have the monster appear in front of the player for the first time (which also lets them know that they're not alone in the maze). Have a text show up and say "To rewind time, press R."
Thank you for taking the time to play my game! I appreciate the feedback! This was my first jam (and my first Unity game), and it was a really fun learning experience.
I agree that there should probably be some sort of prompt and/or event that teaches the player about the rewind mechanic. I'll have to look into an appropriate way to handle that.
As for the trying to get the final fragment... I had considered creating a visible path between the player and the last fragment to help guide them through the maze, but felt that it might have taken away some of the challenge. What are your thoughts on that?
For the final fragment suggestion: It's not bad to be holding the player's hand, while introducing them to your game. However, it's a little weird that you would want to do that, when they need to find the final fragment, and by the time they seem to know how your game works.