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(+1)

> 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.

Yep, I think a combination would work well. Maybe a system that alternates between placing tiles in a maze formation with and placing tiles randomly?

(+1)

> Maybe a system that alternates between placing tiles in a maze formation with and placing tiles randomly?

I think I managed to find a combination that works.

It is not yet online to play, as it is a significantly different game (the maze is a bit smaller, you have less bombs at your disposal, etc.) and I'm trying to fine-tune it before publishing it to public.