Labyrinth by Brendev

Find the Windows build and source code below. I'll be adding a Linux build tommorow. I did my final testing and such on Windows but the main game was developed in Unity on Linux Mint.
Controls: WASD to move, Mouse to aim
For new here's a few screenshots:

| Link | https://github.com/BrendanKapp/LudumDare48 |
| Link | https://gamejolt.com/games/labyrinth/610749 |
| Original URL | https://ldjam.com/events/ludum-dare/48/labyrinth |
Ratings
| Overall | 313th | 3.619⭐ | 23🧑⚖️ |
| Fun | 382th | 3.429⭐ | 23🧑⚖️ |
| Innovation | 484th | 3.143⭐ | 23🧑⚖️ |
| Theme | 638th | 3.238⭐ | 23🧑⚖️ |
| Graphics | 78th | 4.182⭐ | 24🧑⚖️ |
| Audio | 325th | 3.357⭐ | 23🧑⚖️ |
| Mood | 61th | 4.048⭐ | 23🧑⚖️ |
| Given | 20🗳️ | 22🗨️ |
I'll be looking at y'alls games soon as well, I'm excited to start playing others :v:
I appreciated that this game does NOT waste time. It gets started the second you consent, and the retry starts over from right where you died.
Took me a life or to to understand what was going on, but then I got it pretty quickly.
It was an interesting tension about where to look. If I look behind me I can see glimpses of the minotaur right as he gets really dangerous, but then I'm backpedaling blindly, and sometimes into a dead end. If I look ahead of me at where I'm going, I'm getting really paranoid about the monster. It created a nice horror movie just-a-glimpse-of-the-monster feeling.
From the fact that I was rated on time, I didn't really explore the space. I ended up settling on a loop to memorize and run. That way I could run it backwards blind and know I wouldn't get stuck. And just when I thought I had it beat the floor opened up and I fell into a tiny room I couldn't escape -- that sure showed me!!
Atmosphere was really nice, sound was great especially for a compo, and the controls were nice and responsive. Well done!
Also because I ran out of time, there is a very low chance (it's actually never happened to me during testing) that you could get stuck in a room where you cannot escape. So I guess you're the unlucky one lol, but it's a bug in the procedural generation code.
One time I fell inside a corner it seemed and couldn't get out, but apart from that I had no problems.
that said, really cool environment, concept, and game! i actually quite liked the gameplay and it definitely captured the feeling of frantically trying to not die to a minotaur! nice work!
A couple of things that I think would've help me engage with the game more:
1. Have the starting point of the minotaur always be at least like 4 rooms away from the player
2. Since, at least for the jam the minotaur always knows where you are at, make him slower to give the player a chance to run away since they are bound to hit a dead end anyways and the minotaur will find them
3. Use 3D sound to help the player know the general direction of the minotaur and maybe hint at which is the right path to go to since there's no mini-map showing me where I've been already. Ooh, maybe a mini-map ;)
Now, I say all this things fully aware that they take time to implement and not with the expectation that you should've done it for the jam but rather more of a "if you would like to continue to work on this project (which you should) allow me to recommend some things" :D
Having said all of that, the models look great! The lighting and mood was just right and the post-processing/particles effects really sell it. Nicely done :D
@prodigalson the Minotaur (with the exception of the first round, I wanted to scare people haha, not sure if it worked out though) always spawns 3 rooms away (which is actually the max amount as the world is procedurally generated in a 5x3x5 size). You're the first one who had the issue of him spawning in your face more than once, I'll look into that, it may be a bug (or just the spikes). The Minotaur is also slower than the player, but I've noticed that people don't seem to realize that until a few rounds in. I'm wondering if there's a design choice I could make to make that easier to convey to the player.
@meij I had no idea he could do backflips, guess I should look for bugs a bit better. Maybe if I add to the game I'll make that a new attack.
@goggleskitty I'm glad the spike design worked for someone! When making the game I had the problem were I would always just see the Minotaur's feet and it made the surprise of seeing him a lot less... surprising lol
@crychair So there's actually no levels, the world is just endless and procedural. It's meant to be a highscore arcade style, not a level based game.
Anyways, off to play and rate your games!
P.S. First minotaur encounter was extremely scary and horrific

having to navigate the maze while watching the ceiling for falling spikes was a fun mechanic.