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I'm not sure how this game fits the theme really. It's a maze type game where you run around without much direction. The player is left brute forcing their way through.

If you want to go down this route, have a think about games that have jump quests. Maplestory, for example, has brutal pixel perfect jump quests that are tied to certain in-game events. Back in the day, every day, a guild would face the boss Zakum. In order to face this boss, you first had to complete the jump quest. This creates a ritualistic behaviour of having to do the quest at the same time each day. It also has direction and a goal, as opposed to a 3D maze where you can't see the end goal.

Ask yourself, what interesting ideas are you trying to prove/disprove with this game idea? Specifically for this week, when/how did you want your players to interact with your game?