> Only complaint is I wish the generation algorithm was more interesting then a random fill - the mazes don’t end up being very maze-like this way.
Yesterday I implemented a "real" maze generation, which creates mazes like this one:
While it looks more like a maze you would expect, it basically destroys the uniqueness of this game:
- There's no challenge in a maze-building phase. If you stop early, it is too easy to go through it. Basically, you'll just wait till the end, making that game phase uninteresting and unnecessary.
- Dropping bombs is not as effective/rewarding as in the current version of the game.
I'll see if, for some future version of the game, I can maybe make some combination of the generation algorithms to make it both interesting to play and maze-like looking.