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SPACE MAZE

Space Maze is a prototype derived from games like Space Race where the goal boils down to get to crossing a finish line. The prototype was made in roughly a three-month period as a personal project but grew in scope along with personal interest. I took a game about dodging asteroids and developed it into a puzzle game that I have every intention of expanding further.

 

The game contains 10 levels that increase in difficulty and complexity as the player progresses challenging them to learn and master different mechanics. Players will have to dodge asteroids, manage fuel, collect keys, and fire lasers to cross that checkered line.

SpaceMaze_prototype.JPG

Above is the title screen and below are two examples level layouts 

SpaceMaze_Level5_InitalLayout.JPG

Level 5 –

This is an example of a level that did not change too much from start to finish. In layout above you can see this is the first level to introduce the ‘Swapper’, a large green area that changes the direction the player moves. The player moves ‘up’, past the asteroid, avoiding the ‘Mover’, then collides with the swapper, they now can only move and shoot ‘down’. This allows the player to progress to the finish line and on to level 6 where the swapper is used more robustly.

 

The yellow path shown is the path the player takes to complete the level, and the red lines are the most common deaths in this level. This layout was also done before the implementation of the fuel mechanic and the player did not have the ability to destroy asteroids.

Space Maze

Level 5 -

This screenshot is level 5 as it is in the current prototype, as you can see above the layout hasn’t changed too drastically. The main change is the final section that allows the player to choose either a right or left tunnel to the finish.

 

This level makes use of a mover, several breakable walls, and the new swapper asking the player to reinforce their knowledge of previously introduced mechanics while being introduced to a new one.

SpaceMaze_Level5_prototype.JPG
SpaceMaze_Level7_prototype.JPG

Level 7 -  

Now with the lock and key, the level balances a healthy understanding of five different mechanics while introducing the player to something new and from playtests the lock and key only improve the pacing and overall enjoyment players showed during play.

 

When the player collides with the three colored key the blue gate will disappear, and the way is opened. This level took some fine tuning to make sure the player didn’t run out of fuel and that the player would collect the key without any instruction from me.

Level 7 –
Level seven is very different now compared to this layout done in Google Drawing during the design phase. The layout was not very flushed out and would later change to accommodate the new Lock and Key mechanic added near the end of development. This level was initially intended as an advanced skill check for the swapper, laser, and mover mechanics but never found footing until the introduction of the lock and key. key.

SpaceMaze_Level7_InitalLayout.JPG

 This level was also made before the introduction of the fuel mechanic which added a layer of tension. As you can see, there are frustrated notes and cyan lines that show the desired path vs the yellow line which shows the path all play testers took until the addition of the lock and

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