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Great entry! A simple, elegant, and smart design solution.

With only 4 basic systems you managed to create a cool experience. I liked how you relied on a established well-known story. At first I thought it would be an infinite runner and I thought to myself: hmm if only there were some collectibles to at least provide a score so we could compare ourselves with other players.

But then that thing about the mask hit me: OHH YEAH THE MASK. The whole point of the Minotaur Maze was the mask. Genius design, there's a winning condition.

Something was indeed poking me in my head to keep playing because there would be something in the end.

By the way, I even thought about complimenting the overall level design, we can progress really smoothly through the challenges and they show up in a compouding difficulty from easier to harder. I was about to ask you (if it was an infinite runner) how you managed to make such good distribution of the challenges: if you made a procedural generation algorithm that ensured some rooms appear first or such.

You managed to make a solid entry! Regarding the sound, I loved that it is thrilling, definitelly giving the vibe that "something is coming for you". I think you could make it loop smoother and make the loop a little bit longer. I would also decrease the BPM to make it more "mysterious" or "eerie" or even "creepy".

The choice of the Minotaur tale perfectly matched the theme. It would get beyond perfect if you made the Minotaur giant and kill the player by stepping on it. But nonetheless, this entry made me really happy. Thank you for that and congratulation on making such a cool experience with so little time and resources available. Here's my play session!

Regarding the overall art, it's a definite plus that you used a monochromatic palette and that you managed to communicate exactly and accurately what each object is and what it does. I just felt we could had walking cycles to make it better. But definitely a solid approach.

Hi! Thank you for the feedback.  To answer your question about the level generation, it was a very improvised attempt, the only constraints it has is that the easiest tile goes first always and after that there can not be two repeated tiles next to each other. even then sometimes that may happen. Again, it was a very improvised attempt at a level generator.

This was a very fun project. Aside for being for two game jams at the same time it was also made on the go, as I was traveling between two sites of the Global Game Jam, one to participate, and other to supervise. I also setup some extra constraints for myself. I wanted to finally make a full game jam solo, and I wanted to not use any 3rd party assets. So it was very rewarding to deliver something complete by the end of it.