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A jam submission

Amazing Mazey MazeView game page

For Pirate Software - Game Jam 18 2026
Submitted by Orangudan — 16 hours, 30 minutes before the deadline
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Amazing Mazey Maze's itch.io page

Results

CriteriaRankScore*Raw Score
Judges Choice#203.0003.000
Playability#373.0003.000
Artistic Style#423.0003.000
Theme Implementation#552.0002.000
Cleverness#593.0003.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1tJMU9HDAzRdZteRmkup4gwOkWK6eFDnjTZ6lArQ9BQQ/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
yeeeesssss?

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
Amazing Mazey Maze is a solo beat-your-own-time game through tricky winding mazes in space piloting a slippy slidey flying saucer.

In a single screen maze the player will navigate a short but tense maze. The player must keep their cool, retain their focus and stay on course till the finish. The difficulty will increase with each level with more environmental obstacles being added, chaser enemies, traps etc. Part of the player experience is achieving engaged focus in order to beat their own time. More tension will be applied by a planetoid with googly eyes, (Not implemented) the eyes will follow the player as they progress through the maze.

Please explain how your game fits the theme.
The world is watching you beat the time or fail to finish the maze. This tension, this performance anxiety figuratively fulfils the theme, but also there will be a planetoid (The World) with googly eyes that follows the progress of the player through the maze and from time to time will say snarky comments to annoy and distract the player, reinforcing and amplifying the innate performance anxiety of simply navigating the maze and beating your personal time.

Did you use Generative AI to make any assets in your game?
No

Is there anything you'd like the judges to pay particular attention to?
Solo dad-dev. Fully aware of the limitations of the current prototype. *Big dreams defeated by real world drudgery and delusions of competence*. Just proud to be submitting something.

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Comments

Host

Playability:
Nice work getting controller support working as that's a huge accessibility feature. Just need to get Keyboard working for a complete set now. Feels good overall and movement is fluid and pleasant. Made me feel like I had multiple skill issues.

Theme:
Doesn't fit the theme well but that's alright. Keep focusing on making the box move before anything else like you have. Nice work!

Cleverness:
Fun implementation of rage game mechanics. These usually aren't my cup of tea but you implemented it well overall.

Artistic Style:
Simple and consistent with well defined goals and dangers.

Submitted(+1)

Wished I could use my keyboard. Maybe for post jam.

Developer

Sorry - It was totally on my list of stuff to implement, but this got away from me. Thanks for the feedback though it is much appreciated.

Submitted(+1)

Best Time I got was 37 seconds. Which took me around 5 ish for me to get.

I was pretty surprised by how challenging it was. The flying saucer is really slippy and slidey (by design). For me maybe a bit too much. I really had to pull back on the stick to make some of the sharp turns. However, that could just be preference and/or a skill issue.

I can see a lot of places you could go with this game. You could add different materials maybe? Some allow you to bounce off a wall, some make you stick more, maybe some make it even more slippy and slidey.  Maybe instead of killing you instantly you can make hitting the wall add a time penalty, this could promote multiple gameplay styles?

What's here work and I did have fun playing that 5 mins.

Good Job on your submission

Developer

Thanks for the feedback. Pretty good time really. As for the suggestions, really appreciate them and I might just take them forward in a future iteration as they align with some of the ideas I was thinking of too.

Submitted(+1)

I also unfortunately could not play due to no controller.

Developer

Thanks for the comment - I dropped the ball on the accessibility front. Sorry!

Submitted

Unfortunately I didn't have a controller! Definitely would be nice to see some accessibility in the future, but I appreciate that time is short.

Developer

Oh no! Please accept my apologies. You are right of course on both counts. I definitely should have provided alternative controller options and i entirely meant to,  however i indeed ran out of time to implement this along with a Kaiju sized list of other features. Sadly stuff came up and i barely submitted anything at all. 

Submitted

Yeah, totally get it! Accessibility unfortunately does take a backseat in jams. Still, it can be also fun to build a game specifically with accessibility as the core constraint. Asking yourself "does this improve how easily people can play this game?" can be a great way to keep the scope small. I usually really struggle with scope creep but decided to take that approach for DRC, and the result was pretty liberating. I didn't feel like I had to do so much more, I just had to do one thing really well.

Submitted(+1)

Pretty cool, my best time was 43 seconds, probably skill issue. Took a bit to figure out it needed a controller  stick to move. If you could iterate on it, I could see different levels easily expanding this.

Developer(+1)

Hey thanks for playing the game and for the feedback. I've added a quick instruction to use a gamepad thumbstick to move. I had GRAND plans for more levels and obstacles etc Heho. Not this game jam.