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I felt that the traversal is very slow, something we have to thing as designers is like, the engagin part of the puzzle, is thinking of how to solve the puzzle, then we have to consider the time the player takes from "ideia" to "input", and a maze is kind of a problem in this sense.

I felt that I had an idea, like "oh, I need to get there, so I just need to follow this walls, and I will probably get to the place I wanna go", but the walk was so slow, it kept me disengaged with the gameplay, if you need to walk this slow, we need to make the traversal more fun in and of itself.

For me the moments I had most fun was when I was falling a pit, and needed to grab the edge of the wall before taking fall damage, but those moments are few and far between.

Also I got kind of discouraged to explore some plcaces due to the sole reason of the effort it would need to come back to where I was.

Those are my impressions, good game tho, I love the way the inteface feels like those old games from master system and the likes, it was a throw back.

Thank you. Yes, it is still somewhat boring and does not engage the player. Content with enemies and traps to spice things up is planned. There is still much to do. Also a mini-map used like a radar to pinpoint the current location and the destination; I had many comments of the maze being too hard. I guess no one ever played Eye Of The Beholder 2? Back in the day, I had to write down in paper all the levels to find my way around. And it was a 3D maze...

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personally I really liked the maze, the level of difficult of the maze, and SPECIALLY the "compass" system (the little lights tha keep showing the direction you need to go), this is something that I really miss in so many maze games where you are just lost as to where you should head to. I think no minimaps are needed, but I think you knows best what you wanna include or not in the game :)

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Is that so? That is a very nice thing to say! I wanted to improve this mechanism by using paths, but all I can think right now is that I will need to place nodes in every junction. I am not sure how to do it yet.