1st finished game! (Round #2 feedback)

Addressed all the things people had to say the 1st time. Hope it does better this time.

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I am not sure if this type of game will appeal to a lot of people

I played it and it was quite frustrating how you can follow a path for sometime, and they all end up going nowhere, the size of the maze also makes it impossible to follow where it will go. I did not play long enough to find the correct path

This is still a nice first finished game though,
the scripting seems to be good

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That’s the whole point of a maze. Made that way. And made to not let you just look ahead.
(You can see ahead a bit) Thank you for the feed back!

I agree on it being very challenging. It just might be the biggest game maze ever!
Wait till you get a grenade on the head and lose where you were … lol
It also has invisibility and shields. 1/2 maze 1/2 war.

It changes color every round, sky box too.
You do get lost and everything starts looking the same.

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Since it’s a maze game, I feel like one feature that would help it a lot is if players could locally see where they’ve been already, or place markers/flags down or something. Going down the same path multiple times without realizing it is really tedious, especially in a maze this big. Make sure if this is implemented it is done on a local script, so as to prevent other players from seeing them. Also, maybe have speed pads around the maze? Having to walk around to try a different entrance is also annoying

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If I’m being honest, the game is far too difficult and unrewarding for players to find it fun to play. The maze is WAY too big, and as @Tomi1231 mentioned, most paths end up leading the player nowhere.

I would recommend making the maze much easier to navigate through. I was so easily demotivated seeing the map’s size after making no progress in a few minutes of playing.

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It’s really not that hard. Like I said, once you get the hang of it, it’s get easier …
That fact it is hard at all makes the wins that much more rewarding. There is a strategy to it.

For your average player, it is incredibly hard. They will simply look at the size of the maze, maybe make a few attempts, and then leave because they got frustrated. As a developer, you essentially have to ā€œconvinceā€ the player to keep playing your game. This is almost impossible when a player is presented with a confusing puzzle with only ONE winner.

Don’t get me wrong, the game itself seems well coded. It’s the game design that I am critiquing the most.

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Trying to finish a maze for 10 minutes isn’t a lot of fun

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This is just feedback I’m giving based off of personal experience in making games perform well. While testing the game, I was in a server with 2 other players, and all of us ended up leaving out of frustration/confusion. Every response to this thread has also been essentially critiquing the same problem.

I think it’s fair to assume that if you were to advertise this game, you would be retaining nearly 0% of incoming players for this reason. Not to mention this also hurts your average visit length and presumably your like to dislike ratio. If you don’t plan on doing so, I would personally still recommend having solid game design in mind when developing.

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Thank you for the feedback. I’m hearing you. It’s what I expect from a maze this large. It’s way more fun when you try to fight too and with many players that becomes pretty funny. It’s kind of like Sorry. I may add some smaller mazes randomly just for a rush to the end for coins.

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Added new objects and bots to the game. I hope this fixes any issues.
Tried to address each thing that was suggested.

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Added stars Cyanberry. They stick around long enough so you can use them to tell where you just came from. Also added many gaps in the maze to make it easier to find your way to the middle.

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Maybe it’s because I like mazes, but games like this exist for people like me.

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Me too! Have you seen the purple one yet? It looks like an infinity mirror. I added a lot of spaces in the walls, but these used to be one path and crazy hard to finish. There is still one maze that comes out like this and you’re looking at it… the blue one.

Btw that screen shot is actually fantastic, it’s no easy task to beat that blue maze… At some point I’ll add a timer due to this maze. It’s random every time so blue will always be more than most will be able to complete.

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(insert purple one I failed to take a screenshot of here)

At this point I’d argue it’s a bit too easy…

My feedback would be that it’s great for people like me who have good maze sense :+1: But I understand newer players not really wanting to play.

You should think of games like swimming pools. There should be a shallow end for those who just want to take a dip, and a deep end for those who already know how to swim – and the floor should be tilted just enough that those who want to go deeper can take a few steps without drowning.

Maybe make the default servers faster paced, smaller mazes for ā€œquickā€ games, then add portals for more intermediate levels/servers for those who want to take on the challenge. Each maze should have a badge and an in-game title so that other players can see ā€œWoah, Riese has a Level 6 Maze Complex medalā€ and know there’s more to the game than just small mazes. An achievements list would be great too – list down challenges like ā€œClear all mazes without using any itemsā€ or ā€œClear X maze under 60 secondsā€, those sorts of things.

I totally agree, but this is what everyone said they wanted.

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I have the same problem, making difficult game mechanics (shameless plug, lol). Players these days just want to have fun without working for it, haha.

A good compromise is making the game as easy as possible to win (easy to learn and get the hang of) but presenting many, many opportunities for much more complex and satisfying gameplay (hard to master) – learning the balance of this is hard as a game designer tho lol. I end up with a game I made but don’t want to play…

Ya, it’s all fun and games till you hit that blue maze … :rofl:

I looked at your game. Is that all generated? I can’t help looking at that and thinking… This would be really epic if it used modals like the ones in the city demo. A bit of random picks along with your set up would = wow.

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Nah the map’s handmade, it’s basically a placeholder map and I care more about the physics there. It’s just a demo place for maneuver gear experiments

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That’s how this place started, now it holds reference set-ups…
Anyways, I set it up to be not so forgiving. It’s still random so anything is possible.
Gold at 600 wall breaks to Red at 150. Had them all at 750 so this is more scaled.