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Prompt 3:  Maise is an excellent candidate for an analysis on room design, as that is the main structure of the game itself.  The rooms of the game are designed as a mazes that the player has to navigate through to progress through the game.  The game does a great job of marking room exits as it takes advantage of its vivid color selection to make checkboard exits that stand out on the screen.  Arrows are additionally used to mark the exits of the rooms.  This makes it obvious to the player what the goal is of the maze.  The transition between rooms is somewhat mysterious as you seemingly teleport to another maze, but I believe this is part of what shapes the mysterious nature of this game.  The way the rooms are designed tempts the player to pick up the coins.  There are even arrows pointing towards coins, this tempts the player to pick them up.  As the player progresses it becomes obvious that greed is bad, and they should refrain from taking too many coins.  The room design is leveraged to challenge the player to fight their greed.  The exits of the room are all one way, so the player can not return to previous maze rooms once they have progressed to the next.  This keeps the game progressing in a linear fashion.  The goal of the game seems to be to stay away from the corn, so it makes sense that the room design would tempt the player to do exactly that.