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Living Maze's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1513 | 3.568 | 3.568 |
Overall | #2580 | 3.061 | 3.061 |
Presentation | #2683 | 3.045 | 3.045 |
Enjoyment | #3340 | 2.568 | 2.568 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
As opposed to being a hero solving a maze to get to the treasure, you are a maze trying to stop the hero.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
The wall placement system was really neat. Nice job getting the different pieces to connect so seamlessly. The game itself was kind of confusing. Since I couldn't get an idea on where the enemy was spawning, I had trouble building a wall to prevent him from getting the treasure. Maybe split the game up into multiple, smaller levels with a clear start and end goal? I could see this turning into a cool 'complete the railroad as the train is moving along the tracks' type of game.
Thank you for your feedback! I'm working on the post-jam update to the game and adding and indicator of the "Hero" spawn location is one of the first things I added. It was on my to-do list for the jam, but it got pushed aside for other features.
Congrats on your entry!
So I wasn't immediately sure what to do. But I started clicking around and it sort of made sense? But my favorite moment was trying to completely surround the chest and seeing your wall placement system come to life. That immediately struck me as a really cool thing that also could have been super time consuming to create, especially in such a short jam. But dang is it cool. Nicely done.
Ultimately, the controls just feel a little awkward. The topdown style and tile placement make me want more broad RTS controls with faster movement or moving the camera by pushing the edges of the screen with the mouse. And I can see why you made the "player" delete tiles. It might be too easy to create something where you can easily trap a hero in a back and forth loop. But the solution feels a bit too clunky to be fun.
Still, this has a lot of potential to be a cool thing. I haven't seen something quite like this - the active building elements especially. Bring back the RTS!
Good job finishing your game in 48 hours. Keep making games!
This is an interesting concept but it definitely needs some quaity of life stuff. Being able to zoom in and out is very needed. I don't see the point of the view box destroying the walls as it moves. Definitely the begining of something interesting. Also the game uses WASD but the description states arrow keys. Enyoyable prototype, needs work. Well done.
Huh, this game is super laggy on my computer for some reason. Granted, I use a laptop with a pretty crappy built-in GPU, but it’s usually able to handle 2D stuff and some slight shaders, so not sure what’s going on here. Can’t really give much more feedback than that, sorry.
This is a creative concept. I like how you have to make the adventurer take the longest path to the chest. It was also smart to make sure the player can't block off the chest completely. Though I think it would be better to keep the player from placing the walls instead of deleting random ones. It's also a bit odd that you have to build the maze by placing and deleting 3x3 squares of walls. It might've been more fun to edit the maze with your mouse. But it is cool that you tried something innovative. Overall, good job!
Nice game, but I go jump scared due to the only sound being, when the attacker got through ;D
Curious treatment of the subject. It would lack some tutorial to understand a little more the system to play. But it is not bad at all. I look forward to the next update for the game!
It does have a tutorial at the beginning. Is there something specific that you felt the tutorial didn't cover well enough?
Thanks for the feedback!
Fun concept and nice game. As others said, you could easily expand this in so many directions also with worms eating through random walls or you actually needing to shift your mace while attacker is running through it.
In regard to the tutorial. I simply overlooked it. It could be bigger and right in the center. For me it was not clear at the beginning that enemies can walk through the "player area". I thought it was a pit :D
The timer also seems to jump higher regardless of you win or loose the round making my first run (where I didn't quite figured it out much harder. Regardless, it's an awesome game
As the previous colleague says it is a tutorial in text that explains the operation of the game, I thought it was a pit too. But for the rest I liked it a lot!
i love that kind of take on the theme! here are some serious roles reveresed :D
the concept is fascinating and i would probably love to try building a maze when you are preparing it in advance and can only watch how the hero tries to beat it. building blocks during the "active" phase seems like cheating a bit :)
it would also be cool to have some upbeat music during the waves.
all in all, quite a decent and unique entry!
Very interesting concept, even if the goal wasn't very clear to me. At first I thought it was to have the hero fall through what seemed to be your "pitfall" character, but when the hero walked right over me I just started cheesing it (sorry :) ). Made it through quite a few rounds but no new stuff other than walls became available, so I'm wondering if I did something wrong. Even so, the concept definitely has great potential!
No I didn't have time to get the other blocks to where I felt good about including them in the game. Thank you for your feedback!
So interesting concept! I didn't get it at my first try, but once I undertood I found it very cool. Congratultions for the game!
So cool that a path from the knight to the chest is always possible and that the game can detect when you're making "impossible" paths!
I've observed a thing that I don't know if it is a bug or a feature. I've played the web version.When I move around the maze I am building, my "character" (the box with eyes) erases tiles when moving above them :( So I couldn't move the camera to see how the knight was doing.
Thank you for playing! I'm glad you liked the concept. Yeah the character erasing paths was meant to be part of the balancing, but it doesn't seem like many people enjoyed that part of it. You actually move below them, so they fall down into your area below the dungeon. That's the idea at least.
There's definitely a lot of potential to expand this game further. Great job!
Thank you for the review!
Nice idea, add tile that change visual when close look fantastic.
Seems to have a bug, you can build on your self.
Thank you! And it's not a bug, you're part of the maze!
Web version seems laggy but the Windows version worked fine. I managed to fill the room but the hero got me in 80 seconds. Wish I knew exactly where the hero will spawn. The mechanics were not easy to grasp at first but once I did, I was addicted.
Yeah I think the pathfinding method might be too intense for a web playable version. It's a good note to add an indication of the hero spawn point. It was on my to-do list for the game jam but kept getting pushed further down for other features/bugs.
alot of potential for a bigger game here. maybe some obstacles and different materials to add stratgey. Well done
Thank you! I was messing around with different block types like traps and teleporters, but it was difficult to get them working in a way that felt good before the deadline.
Really like the concept!
Thank you!
Really cute idea with great looking assets but there were some issues with UI. It would have been helpful to be able to zoom out more. I wasn't sure why I was lugging around a block that would delete everything as I panned around either.
The deleting around your character was meant as a balancing mechanic. You have to move around to place block, but the blocks get deleted as you do. I also though it might help it feel more like you were a part of the maze, but I think it might just take away from the fun of the building. A zoom was something I thought about, but I thought it would make it too easy.
In my experience it's better to start easy, make it work, and then make it more challenging!
That's a good note and I'll keep it in mind. This was my first game jam so I think I made quite a few beginner mistakes.
Concept is cool, enemy ai is good but the gameplay is a little weird. For a 48 hour game jam looks good tho
Thank you for your review!
This is a pretty nicely put together game. Good job!
Thank you! Glad you enjoyed it!
Neat concept! There are definitely ways of "cheesing" the game, but I had fun!
Yeah, lot's of ways to cheese it. I'm glad you enjoyed it!
Really fun execution of the theme, I had fun making a really long route, then making a small side route at the very start that went right to the end. When the hero had finally completed the long route, I unblocked the side route from the start and blocked off the route they were on, forcing them to go all the way back through >:)
As others have said, its in theory pretty easy to infinitely trap them as you can just keep moving the exit, but its fun building a maze nonetheless, Nice Job
Thank you for the feedback! I'll have to consider how to fix that scenario. One of my testers during the jam suggested locking of building during the wave, but I really liked the idea of editing it while he's trying to get there. Maybe if you try to edit the maze during the wave, instead of going for the treasure he starts going for you, and you can take damage from him?