
I Ain't Lost
A game with mazes
Another month had passed. Finding time to work on the game was hard, with work and other projects, stealing focus.
At this stage the game had been smoothed over even more. The menus slightly updates, the algorithms tweaked, and the wall patterns cut down to only a few different ones.
The game was now released in open beta, for the final testing fase, before going on the release track.
Get the beta from: https://play.google.com/apps/testing/com.davi2206.IAintLost
A few weeks after my 'Game Jam' I had spent several hours tweaking the game and all of its parts to work better and smoother, and be prettier.
I added more maze algorithms and wall designs, and of course: play-tested. A lot.
After some fiddling around with release requirements and such, I finally released the first alfa version of the game, to Google Play.
At this stage only a few people were added as testers for the game.
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I spend a full week working on everything in the game from designs to the maze generating algorithms. I learned a lot about unity, algorithms and game mechanics.
I spent a lot of the time getting everything to work and smoothing out kinks in the controls. Writing the algorithms and getting those to actually generate mazes, rather than just jumbles, also proved to be quite a challenge.
When the week was up, I had a working and fairly OK looking first version of the game.
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I wanted to get into game development and started to look into the options. I soon found Unity, and guides to get in to that.
With a week of vacation coming up, I decided that would be a good time to do the ground work for my first game.
I started the planing and got the idea and concept for the game planned beforehand.
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I wan't to get into game development more, so "I Ain't Lost" is a really good start. The plan is that it will be fully released on Google Play and on Steam

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