MiniLD #45compo
Monster's Maze
Monster's Maze is a top-down shooter I made over the weekend. It is built in C++ using the SFML framework.
The game generates a mostly random maze (that should never contain inaccessible rooms) and throws different monster types at you until you die, as well as the occasional power-up. There is a legend explaining the controls to the right of the screen.
You start off with only one weapon, so weapon swapping may appear to not work; it will, however, once you get a weapon power-up (green chevron)!
Also, if your health is low, you will always get health powerups instead of weapon powerups, so if you never get a weapon powerup, that might be why.
There is one possible, minor exploit players might discover, but I'll leave that up to you!
I set out to learn a couple of new things while making Monster's Maze, in the spirit of the compo. Among the things I learned were diffusion-based pathfinding and other AI navigational techniques, maze construction with cellular automata, and some techniques for algorithmically changing the game balance over time. Not low-level computational stuff, I admit, but stuff I found interesting and useful, as well as relevant to other projects.
I hope you enjoy the game! If there are any problems, I will try to upload a fixed version before submissions close.
The game generates a mostly random maze (that should never contain inaccessible rooms) and throws different monster types at you until you die, as well as the occasional power-up. There is a legend explaining the controls to the right of the screen.
You start off with only one weapon, so weapon swapping may appear to not work; it will, however, once you get a weapon power-up (green chevron)!
Also, if your health is low, you will always get health powerups instead of weapon powerups, so if you never get a weapon powerup, that might be why.
There is one possible, minor exploit players might discover, but I'll leave that up to you!
I set out to learn a couple of new things while making Monster's Maze, in the spirit of the compo. Among the things I learned were diffusion-based pathfinding and other AI navigational techniques, maze construction with cellular automata, and some techniques for algorithmically changing the game balance over time. Not low-level computational stuff, I admit, but stuff I found interesting and useful, as well as relevant to other projects.
I hope you enjoy the game! If there are any problems, I will try to upload a fixed version before submissions close.


Comments5
Thanks for playing, and for the feedback!
How many upgrades are there? I kept dying.
The enemies are excellent maze solvers. But there are so many of them!
I often felt like the head of a snake game, with a evergrowing tail of enemies.