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The game uses rooms in a very interesting way. Multiple arrows point the player towards coins and the exit but the message that greed is not good is reiterated. The game uses both arrows as well as a distinct pattern for the exit tiles. The exits are clearly marked for the players in the starting rooms and in the ending room it becomes quickly obvious that the player is trapped in the maze. The rooms all have one way exits which leads the game’s story in a linear fashion as intended by the designer. I believe the game could have also had multiple areas and ways to go between the rooms and it would have fit the theme. The game being linear fits the design choice of the dialogue about greed being different each time. The transitions between rooms is rather mysterious in maise. Since you get teleported to a new area, it is impossible to tell where the new room is and whether time has passed or not. This mysterious transition adds to the feeling of confusion that is created when the arrows point in the direction where coins are present but the conflicting messages about greed show up. The game’s ending leading to failure makes you feel trapped in a confusingly large space as this maze seems to be large. The starting message about staying away from corn is oddly threatening as the game’s room design attracts players towards the corn and coins and would be an interesting thing to analyze as part of text or dialogue.