Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
A jam submission

ConfuddleView game page

Confusing text-adventure maze game fun!
Submitted by Yorrix (@yorrix) — 1 day, 10 minutes before the deadline

Play game

Confuddle's page


CriteriaRankScore*Raw Score
Overall Rating#202.4602.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with to leave a comment.



An interesting/clever take on the maze game.  It's hard to comprehend, and probably benefits from a pen and pencil to map what's going on.  I'll be honest and admit I was crap at this, and had to check the listing to see I wasn't just seeing random room descriptions!

Kudos for a well structured program too.

Developer (1 edit)

Thanks for the comment; looking forward to sitting down and trying your games as well.

Why? Why did I do it myself?! :P I really started hitting my lack of understanding the language. Just yesterday, researching my next game, I found the Spectrum has a modulus function, just sat in the ROM and not generally available - I didn't have to create my own. But, then, where would be the fun in that? :P

If I ever get to rewrite this as I wanted, pen and paper would be harder to use. Let's hope for all our sakes I don't get my way. }:) (To be honest, it would probably still be just as easy...) That said, a probably overlooked feature (my fault) is that you can 'examine floor' - that should tell you whether you've been there before and approximately how much.

Also, love the fact you had to check my code to see if I was just trolling everyone! Seeing that made my day! XD Thanks for the compliment on its structure; it's the first proper thing I've coded in Spectrum Basic for myself.


Really interesting game! I included it in my ZX Specturum Basic Jam compilation video series, if you’d like to take a look :)

Developer (1 edit)

Hi Jupi; thanks for the comment and letting me know about the video. Apologies for the late reply, but I've finally sat down and watched through both - you did a great job. I do hope you enjoyed the game.

Things I noted and should have forced time for:
  1. A little introduction/explanation screen, noting the 'help' command.
  2. Implement 'look' not just 'examine'.
  3. From seeing you play someone else's entry, an 'exits' command.

I had wanted it to be more fun rather than just frustrating; I hope I'll return to the idea later and rewrite confuddle in the form I really wanted (named something else). If I do, I'll let you know, but before then I have a game competition I'm looking at on World of Spectrum. #hopefully #iwish

I think you were right about the generational thing - I'm in an odd position where I kind of straddle both. When I looked at my entry and noted the "" I instantly worried you'd hit the same issues as previous entries, but you were starting to understand. Check out a ZX Spectrum keyboard and you'll understand why you were having difficulty. (Notably, though the fault of the emulator, the ZX Spectrum cursor keys are 5-8! X_x) One thing that didn't help this jam for speed and responsiveness was its restriction to BASIC; working in machine code is faster (but more complex). On the plus side, you didn't have to wait for these to load via tape with the threat of a tape load error, or worse, a chewed tape. 8O


Interesting! I've heard of a few text adventures with relative as opposed to absolute movement, but hadn't played one until now. Is there anything in the maze apart from dead ends?

Developer (1 edit) (+1)

Thanks for your comment; so sorry it took so long to respond, but the last couple of weeks have been very busy.

Regarding your question, not much. There is an escape hatch, which is your objective, though it only leads to another, slightly larger, maze (which starts as 5×5 but originally planned as 16×16!). I had wanted to add a key or coloured levers to unlock the hatch, but I ran out of time; much as there was a day added, I needed to focus on other things, unfortunately.

Clearly, the movement scheme was intended to disorient (and took more programming than an NSEW  scheme than might be apparent). Though now you mention it, I think I recall playing a game before that might have used an FBLR scheme.

Looking forward to getting some time to play your games. This whole jam was a fun learning experience.