Fatigued square maze
The game is about walking in a maze, trying to reach the goal without getting tired.
This game was made in 3 evenings during square Jam, which is why it is short but sweet, ;-)
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | OveAhlman |
Genre | Puzzle |
Made with | PuzzleScript |
Tags | maze, PuzzleScript |
Code license | MIT License |
Asset license | Creative Commons Zero v1.0 Universal |
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Comments
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Hello Man! You are the Winner of the Game Jam! if you could please provide me with an email so I can get into contact with you!
Very nice! Could perhaps have a "require_player_movement" in the prelude so bumping into walls doesn't have a penalty? Although perhaps that helps understanding the mechanic.
excellent puzzle!
Thanks :-)
Oh I like this one! A little tough though!
Thanks.
I hope it wasn't too tough until the last levels though. My hope when designing the levels in a short game like this is to have the first third (level 1 and 2 in this case) to be easy, the second third (level 3,4,5 in this case) to be non-trivial yet solvable by just trying around a bit (and thus learning the principles of the game), and then the last third (level 6,7,8 in this case) to be actually challenging possibly not something all players will take the time to solve. This is the reason why I print the message "Level 5 out of 8" at the start of each level, so when the players gets to the last levels they can get some extra stamina to get through the tricky part by seeing the end goal of completing the game.
Very nice simple puzzle game. At first, the logic seems a bit vague, but once you get it, you can start better looking for the best route on each level. The difficulty has a good progression and so the level 8 is still the one I haven't figured out. It seems you have to get that final extra step somewhere.
I'd like to invite this game to take part in our Game Development World Championship!
Thanks.
Indeed a big part of the early game is to actually figure out what is going on and exactly what the rules are. One of the main tricky level design features is the "one stap away from the goal, yet the correct solution is completely different"-feature which I think is cool and fits in this game well.
I think GDWC might be a bit ambitious for me, but I will keep it in mind in case I start doing a larger project some time.
In problem solving games, I think the "so close, but still so far" is one of those classic elements. Thanks for taking interest in the contest!