The Magician's Maze by MidoriMelody

Controls: WASD or Arrow Keys Goal: Find the right path to the Magician's Treasure
DevLog: I was able to fix the speed in my game. I was able to find a work round for the game and fix the turning controls for the player and the try again message. I increased my player's speed and rotation speed and moved the code to FixedUpdate() instead of Update().
| Youtube | https://midori-techi.itch.io/the-magicians-maze |
| Youtube | https://midori-techi.itch.io/the-magicians-maze |
| Original URL | https://ldjam.com/events/ludum-dare/47/the-magicians-maze |
Ratings
| Overall | 1648th | 2.368⭐ | 55🧑⚖️ |
| Fun | 1642th | 2.094⭐ | 55🧑⚖️ |
| Innovation | 1604th | 2.311⭐ | 55🧑⚖️ |
| Theme | 1437th | 2.84⭐ | 55🧑⚖️ |
| Graphics | 1445th | 2.481⭐ | 56🧑⚖️ |
| Audio | 1025th | 2.565⭐ | 56🧑⚖️ |
| Humor | 1206th | 1.92⭐ | 52🧑⚖️ |
| Mood | 1407th | 2.663⭐ | 54🧑⚖️ |
| Given | 74🗳️ | 80🗨️ |
It took me a while to get to the first door to only be teleported back to the start because I picked the wrong one.
Instructions would be handy as well, but I think I the premise is to just open the correct sequence of doors or try again.
Thank you so much for trying my game out! @dwayne
I was able to fix the speed for my game and it flows a lot better now.
Thank you all so much.
You can also add a how to play button so that players can be specific
I loved the game concept and yeah nice effort <3
I would suggest looking at the rotation as well, as the character rotates and moves the same time which can be a bit disorientating.
Thanks so much for playing my game!!!! It really means a lot that you were able to stick it out and get to the end. Thanks again!
But can agree with the comments above that the player speed is to slow.
Took me a while to realize the game had already started.
Overall good entry. Keep it up.
My last piece of advice is that on my less powerful machine, the game tends to lag, which is to be expected. However, the rate at which I turn seems to slow down as my framerate lowers. This is almost definitely due the turning of the character being some consistent number every frame (when Update() is called). While this would seem like it would give you a consistent turning rate, the fact that frames can be different times apart, especially at lower frame-rates, gives you this effect of "slowing down" and makes the game considerably harder to play. I would recommend multiplying whatever number you are turning the Player with by "Time.deltaTime" which is Unity's internal engine value for the time since the last frame. That way the Player will turn more per frame at lower-frame rates, which give a more consistent turning rate.
So essentially you'd change:
characterController.Rotate(0f, turnSpeed, 0f);
into...
characterController.Roate(0f, turnSpeed*Time.deltaTime, 0f);
Tho that's a bit of a guess as to how you're actually rotating the character. Time.deltaTime can be quite small at higher framerates though so it's worth making "turnSpeed" much bigger.
Sorry if that's something of an info-dump, I make tutorials in my spare time and have run into this problem myself a bunch in my early games. Have a nice day, and thanks for making the game I tested!
transform.Rotate(0,Input.GetAxis("Horizontal")'*'rotationSpeed'*'Time.deltaTime,0);
So I just moved my movement code from update to fixed update so you can let me know if that helps if you're not busy. I also increased the speed and rotation speed.
Do you have a link to your tutorials? I think that game looks great now but I had a big problem with restarting the character position because my character kept sliding (I think because of the character controller because it didn't do this before I started using it). I ended up hiding this with a solid canvas instead of leaving it transparent. Thank you so much for investing so much time in my game and commenting.
transform.position = StartPosition;
where StartPosition is a Vector3 of the starting position, there should be no sliding it should be instantaneous. Regardless, I'm glad I've helped you out with your game but the rest you're going to have to learn by yourself, making other games. For me, this one is now fine the way it is and you should move onto new and exciting projects! You can come back to this one once the judging period is over =P.
Also I didn't have the sliding issue when resetting the player's position when I wasn't using the character controller. But apparently to character controller is very picky about how it is used and I have to disable it to change the position in code, and then re-enable it after. I assumed that the player still moves in the direction it was moving in before the position reset and this causes it to slide. (Which is apparently a common issue that I couldn't find a fix to)
One of the scary things about the old resident evil games was that you couldn't control the camera, so it's not necessarily a bad thing
-as it stands now it is only trail and error. This takes away from the player feeling smart in anyway. I liked how you change the door knob color.
-The guards were a nice add for complexity. But sometimes there is a bug that there is no guard around you and you still get hit. Maybe you have some collider issues, I don't know.
-The controls feel a little bit clunky at first, but then you get used to it. Maybe you should try turning with the mouse instead of A/D
Overall I liked the idea very much. It just needs more polish and more player control. Good Job!
It was a simple game, but it was put together well and decently challenging. Not being able to tell if there was a guard around the corner made it kind of scary, until I learned that they always move in one direction so going right was always a safe bet.
Overall, nice entry!
Overall the game was enjoyable but it was really short and didn't offer enough of a challenge I think. Maybe it's just because I got really lucky but I only got a few doors wrong so I beat it pretty quickly
I think for a maze game you need to have some element that guides the player to the right door because without it, you're just guessing. Maybe incorporate some magic for detecting the right door, or add some simple riddles at each level of the maze and hide the answers somewhere with props, or paintings/text on the walls of the maze.
Also, the music had me bobbing my head up and down the whole time.
Good job on this!
My only comment was that turning the camera around used the same controls so it was kinda confusing.
Other than that, well done
Some improvement points (in my humble opinion):
1. I didn't get 100% the logic for guessing which door is OK and which is wrong. Initially I thought that as long as the door or the handle were green it was OK but I think I "died" at some of those too. But maybe it was a collision issue (see point 3).
2. I feel weird when in a first person game I can't look around with the mouse ^^U. This shouldn't be an issue, but on this particular game if I want to see if a guard is coming I have to walk forward and the rotate, but as soon as I walk forward I get caught.
3. Sometimes I triggered the guard death being in an empty area, or the "wrong door" death by simply walking backwards into it when I simply wanted to get far of the door in front of me. Maybe the colliders are too big?
4. I slipped and pressed Q causing the game to hang ^^U
5. Guards are too slow.
6. On my first run I started facing the outside of the map and I thought that it was still loading :-P
And I think that's everything. Despite the previous points I enjoyed playing the game until I got to the book ;-) Congratulations!