Major Magics by CasualNothing
You play as a cyborg corgi in a procedurally generated 90s arcade! Find the large gold stick to escape to the next floor! Don't get caught by the monster!
WASD to move!
Powered by our own implementation of wave function collapse (which is why the levels take a hot second to load)!
(The lighting strikes every 10 seconds so you can see)

| Link | https://drive.google.com/file/d/1AkUkcH3ikw4z7KoEpDo75064Db2mV1xj/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/51/major-magics |
Ratings
| Overall | 1051th | 3⭐ | 21🧑⚖️ |
| Fun | 1136th | 2.605⭐ | 21🧑⚖️ |
| Innovation | 991th | 2.842⭐ | 21🧑⚖️ |
| Theme | 857th | 3.368⭐ | 21🧑⚖️ |
| Graphics | 1010th | 2.789⭐ | 21🧑⚖️ |
| Audio | 549th | 3.184⭐ | 21🧑⚖️ |
| Humor | 789th | 2.441⭐ | 19🧑⚖️ |
| Mood | 1009th | 2.895⭐ | 21🧑⚖️ |
| Given | 16🗳️ | 11🗨️ |
Love the music and concept though.
I was pretty disoriented at the start but it didn't take me too long to realize the best strat was to head towards the bottom of the map so that you can get a full view of the arcade when the lightning hit. After that, it was kinda like "Speed Where's Waldo" where you had to quickly find the rod in those brief moments.
I honestly thought that concept was pretty neat and I haven't quite seen that before. Maybe it's a mechanic in horror games but I don't really play those. I think there could be even more design opportunities in that space.
The team size is huge! I used to do big teams too so I know how much more difficult it is to make a game with that much coordination. Kudos to you guys for sticking around, it can be hard to glue big teams for a long time.
You had some interesting ideas here and ultimate get extra points for reminding me of that arcade :P
The big thing lacking here is an interesting game essence. Right now you have no reason {other than your own patience} to not wait for lightning strikes. Also the monster being static really ruins the point of it. You'd have to be trying {or incredibly impatient} to ever run into it. There needs to be some kind of challenge that takes this great concept and gives the player a reason to engage with it.
Maybe the monster could move around. Maybe there could be many monsters. Maybe there could be a key you need to find in the level and then make it to the exit in a certain amount of time. Maybe lightning strikes could make the maze harder. There just needs to be some kind of dynamic that rewards you for understanding the maze or changes the way you interact with exploration.
There were a couple of times the maze spawned me right next to the goal. That felt pretty pointless
Shoutout to the horse character that has wheels. Also thank you for making the movement speed reasonably fast, that really helps the game
In terms of player, monster, and goal locations, yes that is bound to happen. Each of those three things spawn at random empty locations in the map. We had intended to make the location selection behavior for those things more advanced to avoid spawning you next to either the goal or the monster, but again, we didn't have enough time to do so and had to settle for random locations.