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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!