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It took me quite a while to work out what was going on, and I still may not have grasped it completely...

...the colours vs. ghosts I did not get until I read the text (and obviously I didn't read the text at first).  I like the idea but I think it needs signalling more, maybe have vulnerable ghosts flashing, or greyed, or something?)  Also the "teeth" ghost is a bit mixed in its colouration and that confused me at times.

The teleporting around I still haven't completely worked out, is it just a way of respawning, or do some things that just teleport you?  For a long time I thought the wheels were teleporters, but how I am thinking they are just monsters?  This illusion (if correct) may be contributed to by I think there is a bug where occasionally I can be the right colour and still die (or at least teleport) when I hit a ghost.

Not sure what the flames are, are they ghosts in the process of respawning?

One feature of the original is that you cannot stop, I wondered whether you should also have that, but I think maybe with the arbitrarily complex mazes we need this additional option.

One feature I noticed about the mazes is that any area with limited exits is scary to enter when there are multiple ghosts around, so it would be an idea if you could guarantee that the level had a mix of scary and less scary areas (e.g. the sort of thing a human designer would intuitively do).  You might be able to do that by making the maze generator start with larger rectangles (with a difficulty assigned to them) and recurse to filling in the final detail...

I wonder if a sequence of levels, where the difficulty and size vary as you progress would add a lot to the experience, e.g. give a clear sense of progressing and mix-up the experience with a bit of variety...