Some things to potentially improve (just subjective suggestions, feel free to disagree :D):
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 characterâs collider size (like twice) could help?
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.
I have some not very important but still noticeable render order bug, while player changes position, some walls are rendered in different order:
It seems like the algorithm doesnât generate loops on the map which (especially together with starting on map edge) makes the game a bit too trivial, just follow the âleft-handâ 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 âno-loopsâ 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).
There seems to be no in-game âpauseâ menu, e.g. to return to Main Menu and pick a different difficulty level; turn off music, etc.
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I love mazes!
Some things to potentially improve (just subjective suggestions, feel free to disagree :D):