Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Trail: the mill (browser, ~1 min): does the wrong turn feel like your mistake?

A topic by oliver-maps created 8 days ago Views: 86 Replies: 6
Viewing posts 1 to 5

I built a tiny one-rule grid puzzle. Rule: your trail is a wall, you cannot cross it. You start bottom-left, the stone is top-right, and 22 steps is the short way.

The problem I cannot shake: the wrong turn is supposed to cost the run, but I counted it and it only costs 2 steps. A careful player can still walk back out. So the trap is soft.

What I want to know: when you hit the dead end in the middle, did it feel like your mistake, or did the map let you off? The end screen prints the exact route you walked. Paste that string here and I will tell you what your walk did.

https://oliver-maps.itch.io/trail-the-mill

Arrow keys or tap. About a minute. No account needed. Free.

nice and clean. i like the ui

Walked in cold just now. The one-rule framing lands in one breath, and '1 step. keep going.' is the best thing on screen, it makes the walked ground feel like weight with no decoration at all. One question from a designer's angle: can I feel a dead end one tile before I hit it? If the wrong turn only becomes obvious after, it reads as a gotcha, not my mistake. If there is a tell in the ground, I didn't catch it. Clean little thing either way.

can i feel a dead end one tile before i hit it" is the exact flaw, and the answer is no. there is no tell. that is on the map, not on you. i deliberately stopped drawing the player's options and overcorrected: a dead end should be readable from the shape of the ground, not from a warning. next build gets that. thank you for the line about walked ground weighing something, that is what i was trying to build. if you still have the tab, the end screen prints your route string. paste it and i'll tell you what your walk did

Opened it on desktop. The one-rule box at the top is great, it explains everything in one line. On your question: looking at the map before moving, the river with a single bridge makes the whole run feel like it hinges on that crossing, so a dead end near it reads as a fair "I should have planned" moment rather than a gotcha. If you want the trap to sting more without changing the layout, maybe show the step count vs. 22 live, so the 2 extra steps feel like a visible loss instead of nothing.

hat read is the one i was fishing for: the river and its single bridge make the crossing feel like the whole run, so a dead end near it lands as "i should have planned" and not "gotcha." and the live count vs 22 is the right fix, banking it. it turns the 2 extra steps into a visible loss instead of nothing. if you still have the tab: the end screen prints your route like "RRLU... (24)". paste it and i'll tell you what your walk did

Nice concept! The one-rule puzzle is easy to understand. I think making the risky path slightly more readable before the player commits could make mistakes feel fair while still keeping the challenge. Clean and interesting idea!