Thank you! And sorry about that haha. I discovered it could happen while I was play-testing, and I decided to leave it in. I am glad you found the failed prayer funny.
Thanks for playing :)
Thanks for playing!
Yeah.. I agree, winning is heavy on luck, especially in the later levels. I created the Pray (teleport) mechanic to help a bit. This can get you out of a situation when stuck. But even that is not enough sometimes.
I really like the idea of destroying a wall piece. If I make any updates to this game, I would definitely add something like this. It would be really cool if the player could control/interact with the maze somehow... rather than just react.
I really appreciate the feedback :)
Thank you! Yeah that's the last level... took me a little luck to beat it lol. Probably needs another mechanic if I wanted to push towards a more skill-based game in later levels.
I had a tricky time with enemy-key interaction. That was intentional... the game got too hard if they could walk through keys. But who knows, maybe it would be better for enemies to path around keys.
Thanks for playing :)
Very true.. winning is heavy on RNG, even if you play your best. Took me a few times to beat it on hard mode for this reason, even though I knew how everything worked. You can "Pray" to get out of weird situations, but even then, that is totally random. I've had the angel drop me off right next to the enemy XD.
Thanks for the review and playing!
Wow! This is very cool. Well done on the game.
I really liked getting to pilot the submarine from inside. It took a moment, but was satisfying to get the hang of using all the controls and instruments to make my way through the ocean depths. I am very impressed :)
I am not sure how to escape (or if it is possible to). I died a few times on my ascent. Either way, I had fun playing.
Glad you enjoyed playing!
And yes, everything is random. Though you're right, it did take some time to find good rules to balance it :)
Here's what I landed on:
Level Generation: Player, enemy, and door positions are fixed. I procedurally generate the maze using random DFS/Backtracking algorithm. Keys are then placed randomly.
Tile Swapping: First, two random unoccupied ground and wall tiles are selected. The randomness is weighted to encourage swaps closer to the player (but not too much). Then I check that, after the swap, there is still a path from the player to the exit and from the player to each remaining key. If true, those tiles swap. If not, I try again with two new random tiles.
This process repeats a max of 50 times. If there are still no good swaps, then I will swap the tile directly under the player. This avoids the player getting completely trapped. Enemies can still get trapped... but I'm calling that a feature :)