ShifterMaze by drentsoft
A quick puzzle maze game with 3 levels. Look for the green floor tile to win the level. Blue gates can only be passed by the cube. Red gates can only be passed by the sphere. Look for the colour coded plates on the floor to change shape. Hold shift to sprint.
The movement can be a bit buggy but generally speaking everything should work as expected. If the level restarts suddenly and you don't know why, you've probably fallen down a trap.
HOLD SHIFT TO MOVE FASTER
Levels are generated from an 8 colour png, each pixel corresponding to a tile.
This was meant to be a compo game but given the limited hours I had this weekend I couldn't get a running build in time for the deadline.
Continuations would be smoothing everything out, doing some actual maze design, adding sounds and textures and maybe adding more shapes.
Update: Fixed a small issue where the collider on the cube had turned round to make the levels completable. No other changes made.
The movement can be a bit buggy but generally speaking everything should work as expected. If the level restarts suddenly and you don't know why, you've probably fallen down a trap.
HOLD SHIFT TO MOVE FASTER
Levels are generated from an 8 colour png, each pixel corresponding to a tile.
This was meant to be a compo game but given the limited hours I had this weekend I couldn't get a running build in time for the deadline.
Continuations would be smoothing everything out, doing some actual maze design, adding sounds and textures and maybe adding more shapes.
Update: Fixed a small issue where the collider on the cube had turned round to make the levels completable. No other changes made.
Ratings
| Coolness | 44% | 1416 |
| Overall(Jam) | 2.41 | 1145 |
| Fun(Jam) | 2.29 | 1071 |
| Innovation(Jam) | 2.62 | 878 |
| Theme(Jam) | 3.05 | 748 |
Second, the controls were a little off, as you could free rotate the level but really needed to move along specific lines. I'm not sure how complex it would be in Unity (I've never used it), but it might be possible to limit movement along the lines of the mazes such that when a player presses a direction (say up) you would move along the axis that is most closely aligned with moving forward in the current perspective, rather than moving directly up and scraping the wall.
At first I missed the shift-speedup function and wanted to complain. That's what you get for playing first reading the description later.
Also I didn't notice any traps. There are some holes in the ground sometimes, but you can;t really fall into them.
I guess the levels are designed manually right now? Maybe you can look into generating some procedurally :-).
But I agree with dalbinblue that movement is a bit fiddly. So either try axis aligned movement as suggested or maybe you can remove the stickiness when moving along a wall.
I also agree on showing the goal position above the maze would be a nice incentive on where you'd have to go.
Good job!