Everything's All Right (a logic maze game)

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Post » Thu Apr 11, 2013 12:27 pm



PLAY HERE

"Everything's All Right" is a logic maze game set in SPACE! You play as cosmonaut Barker who has been jettisoned from his ship and now finds himself stranded in a space maze. To escape you'll need to navigate through the maze to the tear in space. Sounds easy, right? That's until you realize that you can't turn left or turn around! Not only that, your oxygen is running out! Navigate through 20 mazes to reach the end.

The game is still a WIP. I plan on adding more levels and working in more of the narrative elements (waiting on some graphics) in the future. Any feedback at this stage would be appreciated.artbane2013-04-12 17:46:40
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Post » Mon Apr 15, 2013 6:10 am

There's a new version of the game available. Change log:
-Timers now count up instead of down. Used to track the best time on a level.
-Best times are now stored locally. You can view your best times on the "Best Times" screen from the main menu.
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Post » Tue Apr 16, 2013 2:56 am

This is a nice, simple game and the puzzle design is great. I would add some form of "restart this puzzle" button though, as sometimes you can get stuck in a puzzle and find yourself unable to move, and restarting the entire game isn't something that players are going to like (especially if they are in the higher levels).
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Post » Tue Apr 16, 2013 4:51 am

@artbane,

nice and simple game. might need more ambient sound effects to engage the player, while they are thinking.

i am the type, who sits at the beginning and maps the route in my head before i ever move. but i imagine most people move around, figuring it out as they go. so more sounds for movement or other things will help engage or immerse them.

good job so far.
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Post » Tue Apr 16, 2013 6:01 am

Thanks for the feedback guys.

@rapidsheep You can restart a map by pressing the [Esc] key.

@harrio I agree that there should be some kind of noise when you're moving around the maze. I'll look into adding a thruster sfx for the next version.
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