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Thank you for your feedback and for playing the game! :) 

We have developed various parameters to control the difficulty of each level. For example, we adjust the number of generated movable walls and their probability of changing positions, as well as the number of generated items for each type in each level (e.g., drops, waterfalls). In the end, we decided to make the game more challenging—and sometimes unfair—to the player. Luck plays a significant role, and players might find themselves trapped if it isn’t on their side.

More control is a good idea. For instance, a system of collectible items could be a potential solution. If the player gets trapped, they could use these collected items to activate special mechanics.

The primary goal is to collect as many drinks (or "drops") as possible. Players must locate these in the level before they really need to pee ;) That’s why I don’t quite understand the suggestion that not moving is pointless. Also, keep in mind that the maze reorganizes itself based on player movement. Sometimes it’s actually beneficial to walk into walls to regenerate the maze layout. There is a system inside chaoss which can be recognized by player :) 

Could you please elaborate on your findings in more detail? We'd love to understand your perspective better. Thanks a lot.