A quick puzzle maze game with 3 levels. Look for the green floor tile to win the level. Blue gates can only be passed by the cube. Red gates can only be passed by the sphere. Look for the colour coded plates on the floor to change shape. Hold shift to sprint.
The movement can be a bit buggy but generally speaking everything should work as expected. If the level restarts suddenly and you don't know why, you've probably fallen down a trap.
HOLD SHIFT TO MOVE FASTER
Levels are generated from an 8 colour png, each pixel corresponding to a tile.
This was meant to be a compo game but given the limited hours I had this weekend I couldn't get a running build in time for the deadline.
Continuations would be smoothing everything out, doing some actual maze design, adding sounds and textures and maybe adding more shapes.
Update: Fixed a small issue where the collider on the cube had turned round to make the levels completable. No other changes made.
UPDATE: I used the data folder from the Windows distribution, then it complained that it couldn't find mono. So I used the mono distributed with the game "Gerry Always Wins" with no errors, but no window.
Thanks thedashdude, not sure if you found the shift sprint function. I chose a base speed that allowed easyish turning of corners but also added sprinting for faster movement.
Nice simple game. I do have a few suggestions though for future projects. It was a little confusing in the mazes to figure out the end goal; I know the panels for color changing were supposed to be hidden, but it might make more sense to call out the location of the end of the level so that players have an idea of their end goal.
Second, the controls were a little off, as you could free rotate the level but really needed to move along specific lines. I'm not sure how complex it would be in Unity (I've never used it), but it might be possible to limit movement along the lines of the mazes such that when a player presses a direction (say up) you would move along the axis that is most closely aligned with moving forward in the current perspective, rather than moving directly up and scraping the wall.
Very nice, a maze game! We did one a few years back :-).
At first I missed the shift-speedup function and wanted to complain. That's what you get for playing first reading the description later.
Also I didn't notice any traps. There are some holes in the ground sometimes, but you can;t really fall into them.
I guess the levels are designed manually right now? Maybe you can look into generating some procedurally :-).
But I agree with dalbinblue that movement is a bit fiddly. So either try axis aligned movement as suggested or maybe you can remove the stickiness when moving along a wall.
I also agree on showing the goal position above the maze would be a nice incentive on where you'd have to go.
Nice idea. The gameplay is a little bit confusing without knowing where is the target goal. For me it got a little bit boring after a while, searching for the shapeshift zones to advance. Good job!
Decent game, nice use of the theme here. Tried hard but couldn't get out of the maze, there was a hole I found but after dropping into it, it just restarted the level.
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Second, the controls were a little off, as you could free rotate the level but really needed to move along specific lines. I'm not sure how complex it would be in Unity (I've never used it), but it might be possible to limit movement along the lines of the mazes such that when a player presses a direction (say up) you would move along the axis that is most closely aligned with moving forward in the current perspective, rather than moving directly up and scraping the wall.
At first I missed the shift-speedup function and wanted to complain. That's what you get for playing first reading the description later.
Also I didn't notice any traps. There are some holes in the ground sometimes, but you can;t really fall into them.
I guess the levels are designed manually right now? Maybe you can look into generating some procedurally :-).
But I agree with dalbinblue that movement is a bit fiddly. So either try axis aligned movement as suggested or maybe you can remove the stickiness when moving along a wall.
I also agree on showing the goal position above the maze would be a nice incentive on where you'd have to go.
Good job!