Maze Out || Godot
This project started as a learning experiment back when I was a complete beginner with Godot. The concept is simple: navigate a maze, find the exit, and avoid getting caught by the enemy. At the time, the focus was more on learning than polish.
For this new release, I revisited the game and made several improvements, especially for mobile players. The game now supports touch controls, smoother continuous movement, and overall better handling on phones.
I also did a massive visual overhaul. The UI, colors, and general presentation have been reworked to look cleaner and more professional compared to the original version.
There are still some rough edges though 😅. Player movement can feel a bit clunky due to collision/intersection detection, so if anyone has tips or suggestions for improving this in Godot, they’re very welcome.
The source code is available for anyone who wants to take a look. Feedback is appreciated!
| Updated | 23 days ago |
| Status | Released |
| Platforms | HTML5 |
| Release date | Jul 23, 2024 |
| Author | Adme Ricardo |
| Genre | Puzzle |
| Made with | Godot |
| Tags | 2D, Godot, Indie, maze, new, tool, Top-Down |
| Code license | MIT License |
| Asset license | Creative Commons Attribution v4.0 International |
| Average session | A few seconds |
| Languages | English |
| Inputs | Keyboard, Touchscreen |
Download
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Development log
- Maze out godot 4 update26 days ago







Comments
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I wanna preface this by saying I've never worked with Godot and I'm honestly a complete amateur with coding but I'd like to at least try to help.
I'm guessing the reason the player can move through walls on the first movement has something to do with a prioritization issue between the collision and movement script, aside from finding a way to fix the issue itself you could try making it so that the player is reset to the spawn position if they ever move somewhere out of bounds or change the movement system to where the player is "sliding" (like how the enemy moves) when you hold down a key instead of stepping each keypress.
For the enemy I have no idea how you did the script for it so I can't say much but you could try changing it's targeting to always move towards corners instead of just taking the shortest path or it could also work to lock it's movement to a sort of grid pattern; for example locking it's Y position unless it's X position is on a multiple of 10 and vice versa.
Like I said I have no experience with Godot so I'm really not sure how you would go about implementing the above ideas but I figured I'd at least try to give some starting points with fixes I would try if I was experiencing the same issues. Hope I helped a little at least, good luck :)
Thanks for your advice 👍👍 i gonna respawn the player if it is not on the navigation2d like you say