Infinitum Labyrinth - Space Un-LIMITed by LDJam user 371030

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>>>>>>>>>>>>>>>>> HOW TO PLAY <<<<<<<<<<<<<<<<<<<<

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>>>>>>>>>>>>>>>> PLAY ONLINE HERE <<<<<<<<<<<<<<<<
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>>>>>>>>>>>>>>>> ALL LEVELS GUIDE / when get stuck
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Genre: Absurd Dungeon Crawler ala Puzzle Adventure Explorer (with some narrative)
Influenced by Rusty Lake series... but not exactly
The (evil) Rubber Duck (or sth) has turned you into a green DOUGHNUT and entrapped you into an enchanted infinite maze! Every time you go deeper... new dimensions are created, getting you deeper and deeper...
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Creepy (AND awkward) foes lurk around! IMPORTANT: If the game is too fast/hectic for you and you just want to explore the maze slowly and not get frustrated, there is a CALM mode checkbox before you beging The Game)
Can you find the ESCAPE?!?!?!

Controls
- WASD or Arrows to move
- [SPACE] or [E] for action - enter portals and repel enemies 1-cell close
Things that may not be obvious:
>>>>> HIT (SHOCKWAVE) NEARBY ENEMIES BY PRESSING SPACEBAR or E <<<<<
>>>>> ENEMIES TOUCHING YOU NOT ONLY SEND YOU FLYING BUT ALSO STEAL A FEW OF YOUR WATERMELON PIECES <<<<<
>>>>> YOU NEED A TOTAL OF +10 FRUIT PIECES WITH EACH LAMP 💡 HINT YOU USE (you have to click the button at the top middle) <<<<<
Features
- 5 custom-made levels (in game mode) - try NOT get lost into the infinity number of dimensions but follow the signs : } - find the final EXIT
- control the limited-ness of the maze - from super tiny (6x6) to SUPER LARGE (35x35) for the game mode; from 3x3 for Free Roam!
- eat watermelon to get 💡HINTS.. to use them if you get stuck into the infinity loop...
- repell the foes by creating a shockwave via the action button
- read signpost, clues in the maze... to find the right way towards the next level!
- Free Roam mode - tinker with the maze and even share it as a URL to your buddies, example: Suuuper Tiny Maze (shared)
Full source code available
More Screenshots / Click
Level guide / when get stuck
Fun Facts / Notes
- pure HTML5 game - not even a Canvas element but CSS3, HTML and JavaScript!
- enjoy the cocky and humorous Evil Rubber Duck's messages...
- this games tests obs-disp - a tool for evented, highly decoupled and rapid JS/TS dev
- a rather successful test
- NO raster images - all is either SVGs or Emojis - you can zoom in/out indefinitely and NOT lose any picture quality
- the 2 tunes were created in MINUTES
- stitching it all together, cleaning all bugs (and replaying) took a HUGE amount of effort!
- had to add a FAT button to make sure that the game is NOT slow due to CSS
filters on many maze cells... - please use this button if performance issues
I hope you enjoy the game!
A lot of nerves and Love were poured onto it!!!
Last Dev Post
A challenge to other DEVs/enthusiasts
I urge anyone who's itchy to try to MOD the game : ))) via forking the repo and deploying it. Not required but JS/TS developers could have some fun.
Ratings
| Overall | 879th | 3.198⭐ | 45🧑⚖️ |
| Fun | 954th | 2.905⭐ | 44🧑⚖️ |
| Innovation | 493th | 3.442⭐ | 45🧑⚖️ |
| Theme | 928th | 3.07⭐ | 45🧑⚖️ |
| Graphics | 877th | 2.942⭐ | 45🧑⚖️ |
| Audio | 583th | 3.023⭐ | 45🧑⚖️ |
| Humor | 537th | 2.952⭐ | 44🧑⚖️ |
| Mood | 805th | 3.226⭐ | 44🧑⚖️ |
| Given | 45🗳️ | 74🗨️ |
The music was created on a mobile phone... glad I am able to load custom sound fonts and tinker with :D / Walk Band is the app...
It would really help to be able to see again the tutorial text that appears when the game first loads, and the riddles and hints.
As it was, I just kept being frustrated by the enemies teleporting me (though this was sometimes helpful and might make for an interesting twist on the game) and stealing my fruit. I didn't realize I could repel them, as I tried once and either it didn't work or I didn't time it right.
Free roam mode is a neat touch though, I feel like that alone could be the basis of a game (play around, customize, then share your level here).
Since *this was still legal*, I took your feedback and spent 20 minutes to add DZEN/CALM mode (no enemies). I suppose it will spear some frustration for *some* players. Others would enjoy the awkward enemies and the interaction with them!
Thank you very much!
I hope you finish the game ! :)!
[dzen-mode.jpg](///raw/659/a5/z/5dcdc.jpg)
I liked exploring the levels, although the enemies are ruthless, and since there isn't that many crossroads (levels are just twisted tunnels), it was hard to reach some places, as the enememies were blocking the only path there.
It's positive to see the game in pure HTML5, bravo for the effort.
I may need to make that more obvious.. :D
Thank you!
**I am afraid that** if people start looping throughout the maze.. I may get 0 people actually finishing it XDDD :smile: ... *infinity troubles* ...........
The sound effects, music, and the UI style contributed to the aesthetic retro flash style aesthetic, except it probably runs better than those games. You got a lot of polish done too and there are a lot of options, like as many as there would be in a finished game.
@boxedmeatrevolution Glad you are that far ^^ ! Use your hints when you eat fruit (I don't rememeber but i think if you use enough hints - if Too stuck, you will get the solution with one of them) **Anyway, I will add a link to a GUIDE for all levels** so that people at least can finish it *for sure*. I **Really** want that! Thanks and glad you were enjoying! :smile:
@mindhijacker Hahahahah.. I hope that didn't bother you too much :/
The rubber duck is not a nice guy. He is cocky and derranged.. turning people into doughnuts.... putting them into mazes. A psycho. Yes, I agree, he not nice :id: Part of the messy mood xD
@bergeronimo Heey : )) glad you seeing some value in JS itself. I will be honest: it's tricky. Check out my tool for rapid observer/command pattern programming: obs-disp
I am thinking of creating obs-disp-phaser (Phaser3) template for rapid and flexible dev of Phaser3 games next (been tinkering with it for quite some time).
For the game, I am flattered! Thank you very much! ^^ For the entering of portals and repell, I wanted to keep controls to a minimum; that's like a part of the mechanics - to be careful if you are on a portal that you can't repel but just enter it... cannot both use a gun and enter your house at the same time thing XDDD
@digital-bacon Thank you, thank you ^^
Use it if stuck on ANY level!
**I want you to see the ending cutscene, for sure**!
@catusfelony and @boxedmeatrevolution :D
Big props to you for doing so much extra work such as a level guide, and I read it and here are my impressions: This game gives me big vibes of mid 2010s rage flash games. Why is level 1 an attention exercise? this game is not conductive to that kind of thinking at all. Which, maybe that was your intention, but this is pretty intense actually and I didn't know what to do because to me this was a real-time dungeon crawler lmao, I didn't even clock it as a puzzler.
Overall, very bold and intense game that doesn't actually communicate with the player much. But that non-communication is so in-your-face yet cryptic that it seems intentional
Yes, you are correct about it all. I will rephrase it as a dungeon crawler too! Great great point@
I don't know if it's visible enough... the game becomes More about Only paying attention ones there are No enemies (**Calm mode checkbox**). But I've introduced major UX mistakes, like not making such stuff apparent enough by default.
Yes... INTENSE is a bullseye word! That was intentional... and I felt those little foes add to the absurd and player-desperate feeling :D
About the guide: you are right.. lvl1 is not, lvl0 kind of is. All levels kind of are - besides the fact you are boombarded with enemies all the time. Aaaand I was in a big haste writing that Guide.. there will be edits.. :id:
Thank you!
I managed to solve until level 2 by myself, which felt great! Level 3 was confusing because I had gotten to a room with 7 falcons but they still weren't right. I didn't know that it literally meant "facing right", and after I read the guide I thought that was quite clever. I didn't know that going into other rooms would generate "new" 7 falcons that could be the right ones, I guess this part was just trial and error till I found them? Not sure.
I don't really know where to put this so I'll say it in the middle: the duck character I found unbearably annoying, like a 9 year old kid who just learned the word bitch and wants to say it after every sentence. Felt a bit like trying too hard to be funny x) I think you intended for the character to be annoying but I think it went too far.
Level 4 just didn't work I think. I spent a few minutes going nowhere into portals and just read the guide. I thought zooming in to read tiny words was really clever and went like "ah of course"! But even then, I zoomed in all the way, on the textbox, on the sign, everywhere, and saw nothing. I don't know if the answer is just really really well hidden or if the game broke, but I couldn't have beaten that one without the guide.
Level 5 was fine and to the point, though here is where the enemies really started to get annoying (I know there's an option to disable it but I didn't know I wasn't gonna like them before starting the game). I think there shouldn't have been enemies at all, they just make it more annoying to go from place to place, and considering that level 6 requires the player to do a lot of backtracking through the confusing coordinate system and I didn't want to deal with the enemies *or* risk getting lost and never returning to the same point where I was again, I preferred to just read the guide again and be done. At the end I felt quite tired mentally.
So I'm conflicted! This was one of the most interesting games I played in this jam, but I also was so tired after playing that I was glad it was over. :sweat_smile: Genuinely don't know if I liked it or not, but it was sure very unique.
I guess one main suggestion I have for the, as it looks like, future part 2, is for you to focus on what the game is really good at: the riddles. Get rid of the enemies, give the player more direction if they are going the wrong way (like you did on the first puzzle with the "no" signs), allow them to be able to get back to the puzzle's starting point as quickly as possible if they mess up so it doesn't feel like the game is wasting their time. These kinds of games are very underrated and can be so satisfying, but it's also trivially easy to get them wrong, so the less annoyances and distractions that get in the way of your player and the puzzles, the better. I await excitedly for whatever your mysterious mind has to offer in the coming events.
Anyway, here's a donut-duck:

Well done! Take a candy! :candy:
Glad you found certain parts nice!
It's true, the intense colors are again due to a randomly picked color, didn't have time to refine it all.
Hopefully, after being feedbacked aalll the UX things... I now got enligthened of the main issues and will be able to fix them / be aware of them for the future ^^
Aand.. I cracked at the donut-duck doodle XDDDD... geez.. SO good... :smile: *hats off*
So: if I have to be short - thanks to your *details* I now realized obvious things I was oblivious to: like, the main issue with the game is *basic UX*, fixable in less than an hour ;((
Trust me, hints Were for that - to offload A BIT of the mental hardship *which I knew* I was bringing to the player! How often do we explore infinity with challenges (+ undying foes..) - cannot be that easy. I am sorry about the BUG - lvl4 must have revealed the sign texts!!! But that's my bad :// (it's based on the reso and DPI you are that sometimes ctrl+ scroll may NOT trigger the check- only the UI button with the magnifying glass......)
**Now, to the actual points : ))**
**The good parts**: I am glad you found the surrealistic setting nice with all the out of the box stuff. Happy that you made it through some levels on your own ^^ and felt great - that was one of the goals.
**The painful parts**
### Nasty foes
The reason for adding enemies is that it made the game more intense.. like, it was part of the spirit and challenge - and brought additional life to the otherwise empty mazes. BUT I went too far with that - there are ways to make it balanced, like, for example - they could DIE, not continue to thrive, ones you-ve dealt with them (on a global level - not just by re-entering the maze).
### No hints and getting lost easily
You didn't realize there are hints?? Nooooooo xD ... this is my Biggesy blunder - I violated the UX principle - only a few elements onto the screen!! Nobody reads/checks/clicks/cares about more than a few ;(((
Aand I do realize now - should have put special attention to the hint button - it looks LIKE a part of the options since we start with the sound buttons ;// haha
AND the major UX thing - I must have shown a simple dialog with a Single sentence, before each thing - maybe reshow the dialog several times for different things: game start - "You can use hints via💡, when you have 🍉 " , "You can disable foes and just explore the maze puzzles via [ ]" (this could be in-game too.. easy). ,
### Level 3 - the falcons
It is intentionally like this, yes - it was *actual hunting* for the right ones. If you check the source code and levels.ts you can see the hints for each level , if you check for level 3, there are some note that when you figure out the right *branch* that has mazeS with 7 falcons, you have to explore them all to find the right one.. I know.. I am nasty :D It's the worst level.
### Level 4 broken
It's a bug.. I am sorry :// the fact you didn't consider (which is Normal!!!) The buttons at the top made it unbeatable without the Guide
### The nasty duck
Hahaha.. that was kind of the goal - yes, he is so bad and stupid :D He represents a demon, who is exactly like a 9-year old, does not know better. And - another UX mistake from my side - for people who struggle and get tormented in the maze from the 1) puzzles 2) lack of hints 3) lack of way to restart from puzzle start .. 4) nasty foes that hunt you without rest .. it's certainly much more bothering if the main antagonist is an ass too :D (no rest on any level).
For me? My brain is probably with a major bug but I found saying bi*ch was way actually funny (probably too much staying into the infinity hole XD)
### No way to restart from a level
*I didn't make it to a working version of this - it was bugged*. I wanted to bring it in for the reasons you mentioned, but in an infinite maze where you need to Track the entering sequence, I got into a mess and had to ditch it!! I will add it for a post-jam ver for sure!
### Risking of getting lost
Ok, that may be just me but
### Risking of getting lost
Ok, that may be just me but that's why the Back-arrow on the portal titles are for - you can just follow it and go back, if you wish, to the Genesis Maze very easily from 30+ depth. Maybe *this* too was either not obvious enough.. or I tormented you mentally way more than acceptable :// and it was easy to miss
## To sum up
You revelaed ALL the issues for me. I will be greatful to the end of the game-design world!
And your doodle is off the charts-cool ! :smile:
**Does it make sense** if I try to address the UX issues now in a post-jam version deployed separately? I believe yes.. if have time will do so will notify : )))
Man, you saved me. I love you.
Todos:
- fix major UX issues: less UI text (before game instructions) / in-game buttons, focus on the important parts via stop-play modals when appropriate
- fix the lvl4 bug
- make enemies globally-destroyable (at least)
- point out better you could play the game withour enemies - a modal which pops Before just starting the game
- point out controls like this too (stop-play-atrention-grab modal)
- point out how to track where we came from : maybe a GIF or sth)
- more hinting like the NO sign for the 0th level (tbh I didn't have the brain left to add such stuff, even if it crossed my mind)
## Fun note?
My brain had more level ideas / mechanics and triggers and stuff (just to name a few - going over walls, colored blocks). But this game is much harder to realize (and test especially the UX) than it looks.. that's the troubles with growing complexity and.. choices. : ))
**Thank you very much my friend**! If any thoughts - let me know ^^ .. OR take a break... :D you deserve it due to mentally over-tormenting you
And.. if ever am creating a 2nd game based on this ---> oh boy... will.I be careful with UX XD + will try to do a *less tormenting* thing. This is my 2nd or 3rd *finished* game in my life, I am learning.
UX is definitely something that could help a lot, just mentioning all the core mechanics of the game, I'd say hints are an important mechanic, in the menu or somewhere else the player will see.
Making enemies destroyable is a good idea if you really want to keep them. I'd still want to play without them, so maybe give the option to disable them in the middle of the game, because you won't know you don't like them before starting the game. No need for a modal.
The arrows to return to where you were I did see them and I understood what they were for, and I had no trouble using them for the majority of the game. I guess at level 6 I was just tired enough to not want to bother x') If you add a way to maybe restart from the beginning of the level, that would be fixed for me.
And finally I think we'll have to agree to disagree on the duck x) I think there's a way to write a narrator who's an asshole without it becoming annoying (GLADos is a cliche but good example) but if the more childish humor is what you're into, I can't really argue against that. I did even put a poopoo peepee joke in my own game so it's understandable.
Again thank you for taking the time to take in my points and I'm very sorry if I was too negative, I did like your game and I like you too, so very good luck on your future projects! You have insane potential my friend ❤️❤️
And a little secret : usually I am the guy with the essays, so not to worry at all :smile: (that's evident for my game, too much text in the wrong places :DD , i am saying it with a smile)
To all final points - exactly as you mentioned I will do.
For the evil duck? Yes, there will be changes for next games -> that's *one* of his sides only XD
Thank YOU! Will keep you posted :p
The "infinity" of this game also mostly confused me, as I didn't really know if I was making progress or not. I feel like there's not really a good way to "undo" your path easily in order to go back to the start and do the correct solution. I know you can technically go back out of the path you originally took, but if you're in really deep, it's a bit cumbersome to backtrack the whole way, so maybe a quick reset button like pressing R to take you back immediately would be a great quality of life change.
Overall though, I really like the idea, and it's super cool that you were able to build this in a JS framework instead of the typical Unity/Godot/game engine approach, so awesome job on the submission! Would love to see this expanded!
I rrally wanted tove a Reset of some sort but a mentioned, didn't have the time to put it in cleanly (will surely fix this one).
Thank you!
P.S.: I'm got some brain damage pls help :skull:
Please **use the HINT (lamp) in the middle at the top** button - I know it's obscure!!! My greatest UX mistake... nobody notices it (your stream was the ultimate proof.. and the comments above :D)
If too **much pain** ---> use the **level guide (see description)**
Thank you a lot for the kind words! I saw you were in pain on the stream XD ;(
And bravo for getting to level 3 without **any hints**
As for the **entering deeper for 15 min**, you are correct.. the game should have more signs (explicit hints) but the bigger thing - **I have to fix the HINT button** - I have to make it evident for players -> with it, for every 10 watermelons you get a new hint to use (different set for each level you are on). : ))
Thank you!
Could you please post a screenshot of *exactly* what you are seeing? I understand the difference of the *sprites* (it's actually just emoji font symbols - thus the potential difference on different systems :D - an extreme quirk of the game!) **but** the almost-transparent enemies... this I think I don't understand :))
In any case, very glad you enjoyed it! ^^
Aaaand... as a note - if I even do a 2nd part of this I will probably be using `canvas` and drawing stuff to it that *always* looks the same for everybody. : )
So, this game is also one big experiment ^^
I *still* would be happy to check a screenshot from how it looks for you ^^ but in any case -> it's not sprites on the GIF / images, it's the game itself with the same ol' emojis :D
NB: it may be possible that the situation is fixable (to look the same everywhere), but I honestly have not looked into the core reason for the difference of emojis on different systems yet (time is limited, not just space :D)
CU
Great job!
There is a bug (seemingly) where on some machines even the *correct* mechanic fails :/ .. feel free to take a look at the **Level Guide**: it will unblock you!
I've learned *a Lot* about game design, what works, what doesn't and etc. And also got a huge pile of inspiration through the awesome games I could try (and marketing.. aaah this little underdog, I also learned a few things about :D). Not to mention UX.. xD
Without *all* of you this wouldn't be possible : )))
Cheers!