AdaptAmaze 0.2
Rerelease.
New version has several fixed bugs, a worst-case acceleration system that keeps those long delays from popping up, and a dramatically more game-like play style. Now, when you beat a maze, it takes you to a new, harder maze.
WASD moves, F is to remove the fog of war, and P is for those moments when you realize there is actually no path.
New version has several fixed bugs, a worst-case acceleration system that keeps those long delays from popping up, and a dramatically more game-like play style. Now, when you beat a maze, it takes you to a new, harder maze.
WASD moves, F is to remove the fog of war, and P is for those moments when you realize there is actually no path.

2 Comments:
I think you have something stable and playable here, and the next step is to mess around with the PAC. I don't get a clear sense of feedback from one maze to the next, and even a rough metric such as difficulty fails the test. Sometimes the exit would be placed extremely close to my avatar, and often in plain view. It seems like the space is being ill-taken advantage off, only once or twice did I encounter what I'd normally call a clever design, such as a fient gap where the closet path was a dead end.
In short, there is a sense of randomness instead of honing stochasticism.
I'm curious as to what player metrics you're using.
I'm going to be using a similar (but hopefully more useful) algorithm for Kampaku. Hopefully, you'll see it in more detail then.
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