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A jam submission

Neon Maze EscapeView game page

Escape from a neon maze!
Submitted by Mushroomstick — 1 day, 21 hours before the deadline
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Neon Maze Escape's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#74.4584.458
Visuals#453.8753.875
Fun#1182.4582.458

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Very smooth, lovely graphics! - I got to level 4 before stopping, as it was starting to get repetitive, but can see this being a lot of fun if different enemies are added, and maybe you could add other features like warps, etc, for certain levels!

The coder in me is wondering how easy it would be to implement slight raises and dips in your maze 'blocks' in case a future game goes for a rocky dungeon look on any levels! - just wondering if you can have a separate array as a heightmap and 'punch' values of cells and their surrounding cells, up and down randomly at the start?

Also intrigued how you achieved the floor reflections! - I'm guessing either actual reflections, or if not, it's a separate layer of blocks with flipped textures? - VERY cool effect, it adds a lot!

Developer(+1)

It probably wouldn't be that difficult to implements some sort of height mapping on the floors - the most tedious part would probably either be working out the math to keep the player at the right z value at varying positions between vertices or figuring out the best way to generate/layout the triangles in the vertex buffer to make it look nice. I might try making a racing game or something with hills and banked corners for a future project while working my way up to something more elaborate.

The reflections are mostly just a flipped copy of everything rendered underneath the floor. The most complicated parts of that are keeping the vertex buffers optimized while also controlling the vertex submit order very carefully to make sure that everything that needs to look like a reflection is submitted before the floor and everything else after or the illusion breaks in various ways.

Thanks for playing and thanks for the interesting questions!

Submitted(+2)

This is a simple and fun game. Is it endless? It became a little repetitive after level 4 for me. The neon effect looks great. And whoever waxes the floors in the Neon Maze can come to my place anytime! ;) Rated!

Developer(+1)

I think I set the level generation system to generate 5 levels, so you were probably pretty close to the win screen!

Thanks for playing!

Submitted(+2)

You've nailed the neon glow and 3D maze visuals - really well done !

(I would love to learn from your code if you are sharing :-))

There's not quite enough gameplay at the moment, but the maze looks amazing and this could develop into something special

Developer (1 edit) (+1)

Thank you! Getting the neon effect to look right took a bunch of trial and error to get the textures and the glow shader to work well together. The colors used in the textures turned out to be really important - I had to use darker colors than you might expect to give the shader some (color) space to work with.

Since this was made for the game jam, I was targeting somewhere in the neighborhood of 10 to 20 minutes of gameplay because I figured that would be enough time to get a good feel for what this game has going for it, but wouldn't be so much that people wouldn't have time to finish playing through it while they're trying give the other 200-ish jam entries a try.

Thanks for playing and thanks for the nice comment!

Submitted(+2)

Wow, impressed that this was made in GM2! Visuals definitely fit the theme and the how the shiny reflective material reflects the neon! I also like how the number of spikes on the enemy indicates its health level - very clever. Thumbs up!

However, I was inside the maze for quite a long time and also realized that the neon-tiled walls change color and also have letters on them as if they were keys on a keyboard. Hmm... I probably missed some crucial info or hint :/

Developer (1 edit) (+2)

Yep, entirely made with GMS2 - no fancy extensions or anything. One of my goals with this project was to make a type of game that people generally don't associate as something you'd make with GameMaker. Early on, I toyed around with the idea of making a racing game, but then I cranked out a simple maze generator to help test out how I was going to handle collisions and navigating the maze felt really good so I shifted focus to an FPS instead.

Thanks for noticing the visual health indicator things on the enemies. I didn't think it felt good to just have the enemies sponge a bunch of damage with no sign of progress, but I didn't want to just have floating health bars or numbers either- so, having a bunch of light bulbs or something floating around the enemies seemed like a nice way to be a little more subtle and on theme about it.

The letters on the walls represent cardinal directions and were originally for testing so that I could make sure my level generation algorithms  were building the vertex buffers and setting the uv map coordinates correctly. As for the wall colors, you have to light up at least 50% of the maze green to activate the exit and when an enemy turns a green set of walls magenta, that does deduct from your active percentage of the maze. I don't think a lot of people have run into this, but if you get an enemy or two to chase you across the maze, they can actually take over big chunks of the maze real quick and make it difficult to get control of that 50% it takes to activate the exit. In a future revision, I'd really like to add something to the GUI that shows how much of the level is under player/enemy/neutral control to make that a little more clear.

Thanks for playing!

Submitted(+1)

Perfect neon visuals, very clean too!
And simple yet very fun gameplay!

Developer(+1)

Thanks for playing and glad you liked it!

(+1)

Very, very captivating visuals, I guess it is a bit tailor made for our current Theme. :)  Perhaps it will conquer the prize it was made for :)  Congrats.

Developer(+1)

When I saw that the theme was Neon, I immediately knew I had to learn how to write some flavor of glow shader and that I wanted to run said shader on some high res textures to  try and pull off a super clean and (hopefully) convincing neon/florescent light aesthetic. The reflections were born out of a happy accident where I used the wrong sign on a z-axis value while testing something with the system that optimizes the vertex buffers that make up the mazes.

Thanks for playing and I'm glad you enjoyed it!

Submitted(+1)

Nice presentation, I am wonder are you using some kind of vector for the graphics? doesnt seem to pixelated at all, it run smooth and nice, the only akward thing for me was the height of the  view, I think it would be a lot more satisfyinf to explore the maze if the height was higher, this was an amazing entry! well done! 

Developer(+1)

I did create the raw textures with vector software (Affinity Designer), exported them as PNG files at resolutions varying from 256x256 to 2048x2048, and then imported them int GMS2 as sprites. The low pov has been a common critique - so, behind the scenes over here I've been playing around with adjusting a few values and I think the effect I was going for can be better achieved by raising the eyeline up a few units and lowering the ceiling to about 1/3 the height it's at in the jam submission. 

Thanks for playing, the feedback, and the kind words!

(+1)

Good 3d maze! nice visual style too. i like it

Developer(+1)

Thanks for playing and I'm glad you liked it!

Submitted(+1)

For some reason this game disturbed me more than it probably should have (and this is a good thing haha). Great visuals and sound effects. I would just add more feedback to show the player was hurt, maybe camera shake or a flash (IDK, maybe the colors could change for a split second). Great job overall. Cheers!

Developer

Yeah, there could definitely stand to be a little more feedback when taking a hit. A little camera shake and color fade could be cool, maybe something to indicate the direction the hit came from would be nice. I'd like to jazz up the impacts from projectiles too. Maybe when a bullet hits a wall it could leave a glowing marks that fades out for a few seconds kind of like a light saber cutting through stuff. Enemies could stand die a little bit more elaborately than the current blip out of existence too. Maybe I'll get ambitious enough to get them exploding into a shower of sparks and broken glass...

Thanks for playing and the feedback!

Submitted(+1)

I thought the enemy was funny haha.  Would have been nice to know where the damage was coming from, or at least have some feedback for when you take damage.  I liked the idea of putting the cardinal direction on the wall.

Developer

That's a good point about the need for some flavor of damage indicator. I'll have to think on that.

The cardinal directions on the walls were originally supposed to be just for testing, to make sure all the uv maps were getting set correctly - but then I kind of got used to them being there, so they made it into the high res textures when I was replacing debugging graphics.

Thanks for playing and thanks for the feedback!

Submitted(+1)

Damn this game was kind of scary :D those enemies lurking around and making sounds. I really liked the visuals as others here have said. Clean visuals, precise controls too. Very clinical in a sense..i would love to get some help on the 3d stuff on Zentaisen from you, you seem to know the 3d system pretty well!  Atmospheric without the music actually, and i loved the popping sounds when you shoot :d satisfying tbh. This will be better with more time on it! Good job so far.

One thing i noted was the height of the player..is he short or is there any other reason why you are so close to the ground?  Oh and i didn't find the exit..but i will try again soon, i have a couple of games to try out!

Developer(+1)

The intention behind the short player was to make the mazes feel bigger than they are - but from all of the feedback I'm getting about it, it doesn't seem like that came across quite how I intended it. Behind the scenes here, I've been playing around with a few settings in the game and I think the effect might come across more like I intended if I raise the player eye line a few units higher and drop the ceilings down to about a third of where they're at right now. 

I'm glad people have been liking some of the sounds. I was running around my house trying to record light switches and stuff and having a hard time finding noises that I liked. I think in the end most of clicking and popping noises came from some recordings I did of releasing the tension on a pair of locking pliers. The glass breaking noise was actually a key popped through plastic wrap stretched over a drinking glass. Then all of the sound effects had a little pitch shifting and reverb added in with Audacity. I tried to fake having a lot more sound effects than there actually are by using audio_sound_pitch functions on them with a slightly random value for the pitch multiplier.

Thanks for the feedback!

Submitted(+1)

No worries man! The game felt awesome in general! 

Nice to know the details behind the SFX!  Good job as i said! Really impressed! 

Submitted(+1)

The visuals on this were really impressive! The 3D was well done and I loved the neon-reflection effect. Cheesing the enemies was fairly easy to do from a distance without aggroing them, and it was a bit confusing to figure out where to go after unlocking the exit - felt like just running around aimlessly sometimes. Would be cool if there was anything showing you how much of the level was currently green/magenta or something.

My favorite part was the atmosphere, though. I thought you nailed the balance of bright glow-y neon with unsettling dark maze, and that doesn’t seem like an easy feat. Great work!

Developer

Yeah, with the benefit of all the great feedback I've been getting here, I think the enemies would be a lot better if they at least aggro'd on the player when they get shot from a distance like that. I've also since realized that I at least should've set the position that the ambient hvac noise comes from to the position of the exit instead of just the center of the maze. Maybe if I develop the game out more in the future I can add a something that visually points you towards the exit. Perhaps the traditional compass/arrow or perhaps a path lights up on the floor or something could be cool. I originally intended for there to be kind of a karma meter that would've displayed how much of the level was controlled by the player, the enemy, and how much was still neutral - but I ran out of time because I wanted to make sure the HUD scaled consistently across different screen resolutions really well,  so it's all textured primitives that get positioned/scaled relative to the current screen dimensions and took a bit more time to setup than like draw_sprite functions would have.

Thanks for the feedback!

Submitted(+1)

Found this really impressive! I loved the atmosphere. As others said, the environment did make the player feel short. For a game that is pretty minimalist on sound, I really enjoyed the sound design you did have. The clicks and glass really gave me the feeling of "neon". I was skipping near the corners of turns so I could hear more clicks haha. Found the enemy voices pretty funny too. I also appreciate that the heart icons had a gap in them like actual neon lights. The environment was also absolutely beautiful and loved the reflection effect you had going on. Lots of 3d games don't look good in gamemaker but yours looks incredible. 

Developer

So, I've been playing around with a few values in the project that raise the player perspective a little more off the ground and drops the ceiling down to about a third the height in the jam entry and I think I'm starting to get a lot closer to a happy medium where the maze still feels large without making the player feel like a mouse. Luckily, I set things up so I can test stuff like this by just changing a few variables around - which is totally the result of advanced forward thinking game design techniques and not at all dumb luck.
Thanks for playing and all the kind words!

Submitted(+1)

Really impressive for a Game Maker game! It looks like you were going for an isolated, eerie atmosphere, but the bright lights and neon colors made me wish for an exciting BGM track or some kind of flashy particle effect when the shots hit the enemy. 

Developer

The ambient audio thing had a lot to do with trying to work around music being an aspect of game development that's particularly outside of my skill set - but yeah, it would have been really cool to speed everything up over a bunch of fast tempo techno music or something. Some of the things wanted to do, but didn't have the time for would've been to have shots leave a glowing mark that kind of fades away as it cools down (kind of like when a light saber cuts something) when they hit the walls/floor/ceiling and I really wanted the enemies to burst into a shower of sparks and broken glass when defeated.

Thanks for playing and taking the time to give some thoughts!

Submitted(+1)

Nice! I loved the visuals and you had plenty of queues. I won't go on about the camera, GUI box, HVAC to exit sound and whatnot as it seems you have already addressed that. I was really cool! I just wish there was more to it! As for music, honestly, I think this game could pull off a 'creepy ambience' vibe with a couple more sounds. Could be cool to have some flickering effects for the walls (with sound) as well as distant 'clangs' and hits or something. 

It has a very unsettling vibe which I'm a huge fan of and I really enjoy! Great work! :D

Developer(+1)

I do have a pulsing effect going on with the glow shader that I think should be pretty straightforward to adapt into a flickering effect like that. Originally, when added the ambient hvac noise, there were supposed to be multiple instances of it producing positional audio from all of the dead ends - but in practice I could only get one instance of the sound to play (instead of however many dead ends generated into the maze), so with the jam time running out I settled on just having the hvac noise come from the center of the maze. I wish at that point I would've thought to set it at the exit to maybe give a subtle clue on what direction to head once the exit is active. I do still have a list of dead end coordinates generating along with the mazes - it'd probably be pretty easy to get the odd spooky impact noise to come from those every now and then...

Anyway, thanks for trying it out and I'm glad you enjoyed it! 

Submitted(+1)

funny enough, that's exactly what I thought the HVAC sound was for (exits). In sure others did too. I was confused when It would be centered and no exit was near. Haha. Either way I love the thought you put into it! It's those little details that make all the difference! :p

Submitted (1 edit) (+1)

It looks nice, stylish (reminds me, for some reason, Antichamber), but boring.

Nagging:

  • the camera is really higher, otherwise the sounds of steps, and we are "lying";
  • there is not enough music;
  • open the window in full screen mode or in the middle;
  • interface sprites are opaque (rectangle is visible);
  • on the first level, the second enemy did not react to me, probably, I was too far away (I just shot him).

Good luck in development, if planned =)

Developer(+1)
  • You're not the first to tell me the camera felt too low. My intention was to make the mazes feel larger, but I guess it didn't really hit the way I intended and ended up making most people feel like they were crawling on the floor or something instead.
  • Music is easily my biggest weakness when I solo-dev something. That's why I kind of copped out on music and tried to record ambient looping hvac noise - I just realized while typing this that it probably would've been neat to set the positional values in the audio_play_sound_at functions that to the position of the maze exits.
  • I don't know if everyone would like the game defaulting to full screen, but setting the window position to the middle of the screen does sound like a good idea.
  • The rectangle around the GUI elements bugs me a lot. For the glow shader to add the glow around everything, the texture needs at least some semi-transparent pixels to do its thing and I could not get GMS and Affinity Designer to cooperate with import sprites/textures with like a semi-transparent gradient around the edges. Any of the elements in the game you saw that do have that around the edges, I had to go in and manually add that in with the sprite editor in GMS - it was a lot of work and by the time I got to the GUI stuff I was just too short on time (I didn't re-use any existing assets for this game, the whole thing was put together from scratch in about 9 days).
  • I didn't want the enemies to be able to enter a chase state from across the entire maze or anything - but in retrospect, I probably should have at least had them aggro on you if they take a hit.


Thanks for playing and thanks for the quality feedback!

(1 edit) (+1)

This is an amazing GMS 2 game, Its not very common to see a 3D game made in GMS and it took my brain longer then it should have to realize that this was indeed game maker so huge props to that. This is a very polished and fun game, the game play all be it simple was quite enjoyable, my only suggestions would be to raise the camera so it doesn't feel like I'm in the floor, I know you wanted to make the maze feel bigger and it did indeed feel big but I don't not think crawling on the floor made it seem any bigger, maybe make it more fast and action paced with some killer techno music, rather then a recharge maybe some ammo and health pickups, would really like to view the source to this as well if you are willing, but all in all would love to see this fleshed out into a really great fps! https://www.twitch.tv/videos/1064088228 @01:57:55

Developer(+1)

The level generation system I put together actually already defines a few positions to drop some power ups - but I didn't have time to make the power ups, so for now it just spawns a few extra enemies in those spots instead. Thanks again for trying the game out and for all of the valuable feedback!

(+1)

This looks great! - Good luck!