Started out as an experiment in raycasting, turned into [scary game] WASD to move, the mechanic I used for turning is kinda weird, but you'll get used to it. (Use the mouse to turn) Space to r u n . There's something chasing you. H i d e . (Survive as long as possible) I did NOT follow griffpatch's tutorial to make this. Anybody who says or thinks I did is wrong and dumb. If anyone knows how to fix the weird warping effect on the walls, please remix this project with the fix. Although, it does make it look kinda cool. If you tried to add clones to this project it probably wouldn't work because the raycaster already uses most of the clones. The resolution can actually be pretty good for this maze, because it has some really tight spaces in it. The larger the area, the laggier it gets. Wow you actually read all that...
Look at the cloud variables thing to see the highscore. Or just get killed by the monster I guess. Warning! This is a scary game. Don't report this project though, it's not that scary. Update 2: Made the enemy actually visible by adding enemy stuff to the game. Made the enemy act a little differently. Made the player (and enemy) have better movement. I'm sorry if the walls/enemy look like they're jiggling around; I had to increase the ray step size to prevent lag ): Added scary button. Optimizations. Update 1: made walls look better and have less "aliasing" issues (the thing I call aliasing where the ray hitbox gets stuck because of scratch's sucky collision detection and doesn't give full quality)