Maze Mechanica In testing
Real-time 1v1 maze chase: two clockwork centipedes, one brass factory.
Two players share one steampunk maze and race each other through it. You drive a mechanical centipede: every ten pellets you swallow grows another segment behind your head, and that body is a wall the other player cannot cross — but every segment costs you speed, and a chasing machine that bites into it slurps the tail off and rides away faster for it. Four clockwork riders patrol the rooms, each hunting in its own way, and a power pellet belongs to whoever eats it: for a few seconds the riders run from him, and the other centipede is his to eat too.
Key features
- Real-time 1v1 over the network — one of the two players runs the match, the other steers and renders.
- Grow a body by eating: a segment every ten pellets, one lost for every seven tiles walked hungry.
- Your body walls the opponent off and shields your head, and slows you down the longer it gets.
- Four clockwork riders with four different hunts — head-on, cut-off, flanking, and one that loses its nerve up close.
- A power pellet is owned by the player who ate it: only he can eat the riders — and the other centipede.
- A match is three games at most: one on your maze, one on his, a decider on neutral ground.
- Ten four-room mazes, a camera that frames the room you are in, and tunnels that carry you out the far side.
- Built for phones: an on-screen stick either side of the screen, landscape, with a desktop build too.
Screenshots
Meet the cast
Your centipede
The one you steer
A walking machine of brass barrels and rippling legs, painted your colour. It eats, it grows, and everything it gains it pays for in speed.
The other centipede
The other player
The same machine in the other player's paint. You cannot ram it and it cannot ram you — but its body is a wall to you, and under a power pellet it is food.
The chaser
Straight at you
Out of the house first and never off your trail: it steers at the nearest centipede's head, every junction, all game long.
The ambusher
Where you are going
Aims at the tile ahead of you rather than at you, so it arrives at the corner you were about to turn. Running away in a straight line runs you into it.
The flanker
The one that comes round
Takes its heading from where the chaser already is, which puts it on the other side of you. The two of them together close a corridor from both ends.
The loner
Brave from a distance
Hunts you while you are far away and peels off for its own corner once you are close, so you can never quite read whether it is coming.
Leave a review
Log in to leave a review.
Reviews
No reviews yet.