Mazetastic Colors
What I did
- Designed and built the game solo in Unity (C#) in two weeks
- Designed color-matching maze levels where spinning and lining up with protrusions opens doors
- Raised palette contrast and added clear spin telegraphs after playtests
Problem
Levels had to balance maze complexity against color-puzzle difficulty without overwhelming players, using colors that players could tell apart.
Iterations
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- Before
- Colors looked too similar and spins were hard to read.
- What we found
- Playtests found players could not tell the colors apart or read the spins.
- What changed
- Raised palette contrast and added clear spin telegraphs.
Mazetastic Colors combines maze navigation with color-based puzzles. You spin with Q and E, and you spin super fast to lose your color. Line up with the protrusions to open doors and find the exit.
Process
Playtests found the colors too similar and the spins hard to read. I raised the palette contrast and added clear spin telegraphs.
Challenges
Designing levels that balanced maze complexity with color puzzle difficulty without overwhelming players, as well as using colors that players could differentiate.
Outcome and lessons
This project taught me about puzzle design principles and creating intuitive yet challenging gameplay.