Archimedes' Labyrinth - Experiment in Non-Euclidean Game Design
Brief Postmortem
Though the game worked well, technically (for a prototype that hadn't been debugged); my initial "alpha" test release found that there wasn't really an audience for it. IE; the group of people that would take out a pencil and paper to draw a map of a maze in order to solve a maze was very small or nonexistent. I killed the project simply because I felt there wouldn't be a market for the finished title.
Further steps:
If I were to revive the project; the next steps are to fix the area transitions and create randomly generated mazes instead of the single fixed level in the prototype.
Further steps:
If I were to revive the project; the next steps are to fix the area transitions and create randomly generated mazes instead of the single fixed level in the prototype.