This is an exercise for my Game Engineering class. The assignment is to create a maze with collectibles and levels. I played around with creating prefabs to create benches, trees, fences, and more. 

One requirement for the assignment was to create levels with increasing difficulty. On each level, I increased the difficulty by adding collectibles trapped in an enclosed fence that would unlock when a player finds a key. I also experimented with staircases and in the hardest level, the camera is rotated so from the player's perspective their controls are reversed.

With increasing difficulty, I also wanted to create scenery that was appealing to the player. If you notice, the levels start to feel less like a maze and more like a scavenger hunt with obstacles. I think this subtle design change makes the game more enjoyable to play and it also let me become "creative" in a sense. Another limitation was that we could not use assets from the unity asset store, so all of the prefabs in this game are created with primitive types in unity. If I had more time in the future, I would explore using UModeler, which is an asset on the unity store to create and edit shapes. I would also explore Blender, which seems to be more powerful than UModeler. 


Github

StatusReleased
PlatformsHTML5
Authortc2965
Made withUnity

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MarbleMazeWindows.zip 34 MB
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MarbleMazeMac.app.zip 43 MB

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