Phaser is an experimental design project done in 16 hours. I created it using the pixie.js library in javascript. It was built on the idea of a maze with no true solution. In Phaser you use WASD to move and you press and hold space to activate Phase. While Phased you can move through walls and the goal is to solve the maze as quickly as you can with as little phase as possible. You build charge over time and drain the charge when you Phase.

The interesting thing about this concept is it's raw simplicity. I didn't build too much on the existing genre of mazes and yet the gameplay looks feels and plays much differently. It is a fresh take that I feel is perfectly understated. From a user experience optimization perspective, I've removed losing entirely in favor of differently sized winnings. The levels were generated from string arrays and were made pretty much randomly. The concept is designed such that any configuration should work so long as it doesn't look like noise(i.e. many small openings followed by small sections of wall). This would cause the player to excesively phase without leaving the option to move normally. Then stagnation, a major fun killer, would be massively overpresent.

Phaser

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