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The Maze's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #6 | 3.769 | 3.769 |
How much do you enjoy the game overall? | #7 | 3.538 | 3.538 |
Audio | #8 | 3.385 | 3.385 |
Overall | #9 | 3.462 | 3.462 |
Visuals | #11 | 3.154 | 3.154 |
How well does the game fit the themes? | #12 | 3.462 | 3.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 hours, 58 minutes, 41 seconds
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Comments
Very action-y game that is all about distraction. Fits the theme well. I liked that you can use the distraction even after getting caught - if you can set it up to work before getting spotted that is. Difficult but that's been said a million times already :)
Maybe the difficulty could be a combination of the amount of distractions you have total, how fast they recharge, their range and maybe even time until activation. The less spammy they are, the more tactics it would require to get through a level. Good job!
Thank you! You've presented some good ideas in the second part too, so I might use them
Love the game, it was fun. Although it's really hard in my opinion and I think the menu button is broken on the game over screen.
Yeah the button is broken. It works fine in the engine, but it broke in the export, sorry. And thank you for playing!
Wooo a stealth game!!! The rare occurrence that happens in a game jam once in awhile, so nice to see one. Especially since this was a super fun one, and very similar to the idea that I sort of settled on, but with way better level designs. That comboed with the bouncing of the lures lead to some interesting corner peeking. Though the regen sort of made it trivial if you wanted to go super slow.
I will say though for a maze I had a relatively easy time finding my way through the levels, even with the samey walls etc. the view plus the camera effect and the layouts made it relatively easily to figure out where I was, and where each direction would take me. Which was super nice. Though, I did somehow completely miss the door for the first however long, so I died a lot to that lol.
Besides that though, it's an interesting way to do a stealth game, if a bit iffy on the clarity of the AI, mainly their view range. Which to be fair, with the standardized wall sizes wasn't too hard to figure out, but it was a bit confusing at times. Especially when they rocket after you quite quickly. Though I do like that there's not a super easy way to counter them when they do so because that would make the best strategy to just sprint through spamming lures.
Which to be fair, I did do a bit, and it does somewhat work. But I'm happy it's not a super dominant strategy due to the recharged time and max lures. Though I do wonder how it would play if the lures were more a blind/stun grenade, or something, that you can pick up and reuse, hence having to pick them up. Rather than just waiting around to get them back. That would likely require some more clarity on where they'd land possibly? So it may be more work than it's worth.
Just spitballing with that though, overall it's a really cool concept. Executed quite well with a nice clear art style, simple to understand mechanics and a relatively clear goal if you don't miss the glowing green block (entirely on me).
I expected this to be quite a common sort of game to come out of this theme to be honest, so I'm surprised that I hardly saw anything like it
The levels were made with the intention of it being easy to know where you are, partly because it can be frustrating to get lost in a game like this, and also because a very rage-inducing game is a very bad idea for a game jam.
As for the AI, I was sort of just trying random values for their speed and kind of liked having them shoot at the player, hence the short delay before they come at you, which admittedly should be longer. The wall sizes were just to make level design easier for me. Instead of rushing to make random mazes, I just created a grid and then erased some walls and I had a decent maze.
I did also have the intention of adding multiple different types of distraction, similar to the ones you suggested, although with just 3 hours, it seemed like quite the over scope. I also originally had the player go to pick them up, but then as soon as they did, the enemy would be free and bolt for them, so it didn't work out.
In conclusion, thank you so much for your feedback. This is an idea I'd like to expand on, and your suggestions have really helped me with thinking of some ideas. And don't worry, the door wasn't ever really clarified as a door, I'm sure you won't be the only one.
Well I'm happy about the door part, it won't just be me that missed it hopefully. As for the rest it was 3 hours, which this is crazy for. I mostly just look at it is a game, but I get better at clarifying that I'm not like expecting a masterpiece, which tbf I think this is pretty fun. But 3 hours only gives you so much time.
I'll definitely be very interested to see any postjam updates. Cause this was a lot of fun. I'm happy my feedback was helpful.
I like the graphic design aspect, seems natural specially for this Jam's theme. But yeah, the game play was above my level lol.
The gameplay was above most people's level to be honest, sometimes even my own. Thanks for playing!
Really nice game ! I like how the ambiance is simple but with the light not showing everything, the limited lure and how they travel before fixing to place, it really just make the game more interesting (and quite hard xD).
Good job !!
Thank you for your kind words! (Yeah sorry lol)
Really cool idea. Too hard for me but I love the music, sound effects and the shadowing/occlusion.
Thanks you for your kind words! And don't worry, to be honest, even I find that the game is too hard sometimes, and I'm the one who made it. I have plans to expand on this concept more once voting is over though, and that includes balancing difficulty.
Nice
Thanks :)
Very good game for 3 hours! The difficulty is not too high, you just have to be patient
Thank you! I'm glad you liked it :)
Cool idea and well made! Are the levels randomized too?!
It's very hard though, the ennemies dont give you a lot of time to react :< I think if they were juste a bit slower it would make the difficulty much more manageable
Sorry about the difficulty, I intend to edit that once voting is over. And yes, the levels are randomised to an extent. There is a total of 8 presets, because I felt that 3 hours wasn't enough time for me to learn how to make a randomised level as seen in rougelikes.