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The visuals on this were really impressive! The 3D was well done and I loved the neon-reflection effect. Cheesing the enemies was fairly easy to do from a distance without aggroing them, and it was a bit confusing to figure out where to go after unlocking the exit - felt like just running around aimlessly sometimes. Would be cool if there was anything showing you how much of the level was currently green/magenta or something.

My favorite part was the atmosphere, though. I thought you nailed the balance of bright glow-y neon with unsettling dark maze, and that doesn’t seem like an easy feat. Great work!

Yeah, with the benefit of all the great feedback I've been getting here, I think the enemies would be a lot better if they at least aggro'd on the player when they get shot from a distance like that. I've also since realized that I at least should've set the position that the ambient hvac noise comes from to the position of the exit instead of just the center of the maze. Maybe if I develop the game out more in the future I can add a something that visually points you towards the exit. Perhaps the traditional compass/arrow or perhaps a path lights up on the floor or something could be cool. I originally intended for there to be kind of a karma meter that would've displayed how much of the level was controlled by the player, the enemy, and how much was still neutral - but I ran out of time because I wanted to make sure the HUD scaled consistently across different screen resolutions really well,  so it's all textured primitives that get positioned/scaled relative to the current screen dimensions and took a bit more time to setup than like draw_sprite functions would have.

Thanks for the feedback!