Procedurally generated map + LiDAR system WASD / Arrow keys to move the player. Space to see walls Mouse to aim the radar in a specific direction V to hone in on a specific spot
May 26th, 2025 + Added the ability to hone your LiDAR beam with V + Fixed a bug where chasing your sonar would allow it to live longer + Fixed the bug even better by using timer instead of days since 2000 (Why not just use Unix time stamps, Scratch :/ ) Apr 18th + Balanced Sonar + Edited description and sprite name to be accurate (it's LiDAR, not RADAR) Jan 21st + Significantly improved sonar + Buffed "Other" to be immune to Sonar detection Jan 20th + Changed hallway generation to wall generation to be more in line with my Labyrinth project + Updated sonar cooldown visuals + Added better sonar detection * Removed better sonar detection because I felt the old version looked better Jan 8th 2024 +Added Sonar cooldown and keybind +Updated movement system to be linear. In other words, I replaced all the movement code from Maze by junebeetle. Credit will stay, because I used it in the past. Jan 7th 2024 +Added sonar +Added "hallway assistant" that will make sure all rooms are connected, even if they spawn far apart + Added room variety + Replaced randomized walls with randomized corridors, effectively reversing the generation engine. New pros about this system: • Guaranteed path; never have to worry about being spawned in a box • Much larger potential maps as opposed to the limited grid pattern of the walls • more organic looking shapes Released Jan 6th 2024 + Randomized Map using clones + RADAR system works + Added momentum system (thank you to Maze by @junebeetle https://scratch.mit.edu/projects/77278452/ ) + Added hit detection (another thanks to @junebeetle )