There is no goal. Just mess with various randomly generated labyrinths. If you get stuck, use [R] or [2] to exit the maze. Each tile has a certain rule that determines how you are allowed to move on them; experiment to find out each. === CONTROLS === Basic: [arrow keys] Move [R] Reset position [green flag] Generate new maze [Q] Input maze spec (see below) Player mode: [1] Pen trails (turns off noclip) [2] Noclip [3] No pen trails (turns off noclip) Pen style: [5] Black [6] White [8] Red [9] Green [0] Blue Miscellaneous: tileset - Selects which tileset the next maze will use. (0=blank; 1=lines; 2=lines with arrows; 3=icons) automove - Tiles with only one legal move (e.g. straight, turn, back...) will immediately move. edgebounce - Tiles outside the grid act like "back" tiles instead of allowing free movement. randommode - Player moves randomly. rainbowcolor - Pen styles 6, 8, 9, and 0 are replaced with a rainbow color. Maze specifications [Q]: 10101100000000 - Loop generator 00101100000000 - Invisible loop generator 10110000000000 - Turns only 32303310000000 - Spinny maze 30900049000001 - No left turns 31955515511110 - Confusing maze Use the green flag to generate a new maze.
A confusing maze game I may or may not expand on. Please note there is a glitch that occurs if you move off of the screen, causing the player to be misaligned. Press [R] if that happens. To-do list: - An actual objective - Actual controls - Player motion code that isn't hacked together - Solvability checking - Better graphics Maze specification format (one character per line): 0-3 Tileset 0-9 'any' frequency (allows any move) 0-9 'straight' frequency (move straight like ice) 0-9 'turn' frequency (allows turning left or right) 0-9 'left' frequency (turn left) 0-9 'right' frequency (turn right) 0-9 'back' frequency (turn back like a bouncer) 0-9 'noleft' frequency (allows going right or straight) 0-9 'noright' frequency (allows going left or straight) 0-9 'north' frequency (forces move north) 0-9 'south' frequency (forces move south) 0-9 'east' frequency (forces move east) 0-9 'west' frequency (forces move west) 0-9 'null' frequency (no legal moves; effectively a wall)