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DragMaze's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #5782 | 1.768 | 2.500 |
Overall | #6203 | 1.591 | 2.250 |
Enjoyment | #6204 | 1.414 | 2.000 |
Creativity | #6310 | 1.591 | 2.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
In this game you don't move the player you move the maze around the player
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Cool idea, and nicely done maze generation. However, the controls felt quite janky and inconsistent to me. Are you using Transform.Translate for movement? I was using that for my game and found that movement felt a whole lot faster in builds of the game than in Unity’s testing window. Perhaps something similar happened with your game?
The controls would be fine, though, if not for how walls trigger an insta-game-over. I might suggest that there be an alternate “easy mode” (or perhaps call the current one “hardcore”) where the walls don’t kill. Or perhaps different difficulty levels, the easier ones giving the player a smaller hitbox.
Due to the control issue, did not win the game :( However, it’s an interesting idea that put me in mind of those metal-ball-in-a-maze thingies, which I like, and the procedural maze generation was quite nice. So good job!
is this procedurally generated, if so very impressive the mazes are quite good mazes. it was a bit finniky with the controls but i managed to finish after a few tries
yes, this is procedurally generated, so is the location of the flag. Thank you for the feedback:)