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A jam submission

Elemental MazeView game page

Submitted by sigh_nou — 14 minutes, 19 seconds before the deadline
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Elemental Maze's itch.io page

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Comments

Jam Host

What did this game do well?

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The game definitely was distinctly an escape game, indicative of the keys and trying to get out

The core juice effects were there including the camera follow.The overall concept of having a maze like game with elemental obstacles/ traps is pretty interesting and could be an interesting project if developed upon. I also won.

I like the simple concept the game was going for -- navigating through a maze with enemies and finding a key to progress to the next level. The movement of the player and cameras were really smooth. I also like the minimal design showcased in the game.

I like the minimalism of the game and how simple it is for the player to just know exactly what to do. I like the idea of the maze of needing to retrieve a key to open a door.

The minimalist assets helped the player see clearly what needed to be done. The level was cool to navigate.

I like the general idea behind the game with the elemental ideas discussed during the presentation.

The game is easy to control. the visuals are easy to parse, and my goal is simple to understand.

Gameplay is nice. Upgrade mechanics is cool, and the different upgrades offered each rounds demonstrates non deterministic stochasticity well. The optimal strategy of running around in a circle and constantly moving is a heuristic that the player discovers as they play more. Nice feature of new game+

I think that this game had a really solid idea and core gameplay. There is a lot of merit to the different elemental enemies and a lot of room for interesting and novel combat.

Well the gun mechanics and turn mechanics with the aim/cursor are pretty cool. I find it very smooth moving the character and using the aim/sight.

The controls of this game felt tight and responsive

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What could this game have done better?

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I think the game just didn't have enough time to be polished the way the devs intended, but like they said in the presentation just adding more depth and elements (?) to the game to create different interactions

The camera follow cursor effect needs some work, the camera will jitter upon enterring close proximity with the player which is pretty jarring, the camera also shifts away from the cursor instead of towards it making it harder to view the game. I imagine due to time and team constraints the game is quite limited. Enemies are broken, they serve no threat.

I think it would be great if there were a bit more difficulty added to the game -- let the enemy and players have a health bar as well as make the enemies be able to attack the player. It will also be great to see the elemental aspect of the game implemented to see more variety and add difficulty to the game. Some sort of score or timer system may also help with incorporating urgency or difficulty to the game.

I'm a little bit confused on why there are both blue and red and what they exactly do because when I bump into it, it doesn't really do anything. I also think the maze is kind of simple and could be a little more complicated to trick the player. Instead of just one maze, if there were multiple mazes with increasing difficulty, I think that would make the game more fun.

I think the maze needs something random/procedural about it, whether its the enemies and how they spawn or the layout entirely. It's a cool idea though.

I think just getting the implementation in would help understand the prototype better.

The camera control feels unnecessary and was somewhat awkward to use. If I place the cursor over the player character, the camera shakes around in a way that feels unintended.

New game+ could offer more variety than just health decrease, but other than that, no other issues.

I think that you guys just needed a little more time to flesh it out but the core is there.

There is really no menu. Like I cant pause or exit or anything. Additionally, i'm not sure what the purpose of any of the shapes that are not the user are for? They dont really do anything but rather are just for show? Finally, sometimes when you place the mouse directly over the player the user completely bugs out which is really disorienting.

It didn't feel like shooting accomplished anything, the obstacles were all out of the way of the key so I didn't need to shoot them, the game was also not very interesting to replay.