Randomness

In this Godot 4 project of mine you traverse randomly generated mazes, for which the DFS algorithm is used. Every maze is completable and unique.
Audio: Made With Suno

Difficulties:

Easy = 9x9
Medium = 29x29
Hard = 49x49

StatusReleased
PlatformsHTML5
Release date May 16, 2024
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorAwertol
GenrePuzzle
Made withGodot
Tags3D, Generator, Godot, maze, maze-generation
Code licenseMIT License
Asset licenseCreative Commons Zero v1.0 Universal

Comments

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I love mazes!

Some things to potentially improve (just subjective suggestions, feel free to disagree :D):

  1. The maze is tile-based, while the movement is free with quite a large collider for player character. Makes things not very comfortable, especially repeatedly failing to enter a narrow side-passage. I understand that making tile-based animated movement might be not trivial, but maybe reducing the player character’s collider size (like twice) could help?
  2. WASD movement could be more comfortable (ideally with support of non-standard layouts like AZERTY). Click-to-move might also be a good input method.
  3. I have some not very important but still noticeable render order bug, while player changes position, some walls are rendered in different order:
  4. It seems like the algorithm doesn’t generate loops on the map which (especially together with starting on map edge) makes the game a bit too trivial, just follow the “left-hand” rule. Also the exit seems to be generated in a random dead end or corner and can be too close to the entrance (which together with “no-loops” layout of the level may be a bit not fun :)) - IMHO the best option is to have entry and exits as end-points of (one of) the longest existing route on the map (but it might be not trivial to detect such a route).
  5. There seems to be no in-game “pause” menu, e.g. to return to Main Menu and pick a different difficulty level; turn off music, etc.