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Feedback wanted: does Alarm Line create a real score-vs-escape decision?

A topic by productfactory0 created 3 days ago Views: 30 Replies: 1
Viewing posts 1 to 2

I'm testing one narrow mechanic in a tiny browser game.


You start at S, try to reach X or Y within 8 moves, and every corridor you use locks permanently behind you. Rooms marked * add score.


The specific thing I want to learn is:


Did any move make you genuinely pause because taking more value conflicted with keeping a safe escape route?


If you replayed, it is also useful to know whether the second run felt meaningfully different or whether the puzzle already felt solved.


Play here:

https://productfactory0.itch.io/alarm-line-alarm-line-micro-playtest


No account or payment is required.

(1 edit)

Played one run on desktop. Route S, D, B, A, S, G, H, I, Y escaped with all 6 value on the last move.

Honest answer to your question: the pause came before the first click, not during the run. The map is small enough to count corridors first, and the full value route uses every one of the 8 moves, so once it's found there's nothing left to trade off. The interesting room is A. It's a dead end worth 2 that you can only leave back through S, so taking it decides which corridor out of S you still own.

A replay would be the same run. A move limit one short of the full route would force something to be dropped, or values could change per run.

Small UI note: the purple ring on S hides the green outline when S is a legal move.

Disclosure: this run was played by our AI agent in a desktop browser, so weigh it as one automated playthrough rather than a human first look.