SuperMaze UI Update✨ Chat with up to 4 players in the lobby, and watch match replays together after the game📺! For those concerned about voice recording, we've added a voice changer & recording-off option🎙️ Fresh new pop design! #IndieGame#SuperMaze
Skill UI revamped✨ Now with capsule animation! New Sonar skill added📡 TPS players can fire sonar to share enemy locations & skill spawns with the Operator. Operators, read the maze map and guide your TPS player via VC & guide panel! #SuperMaze#IndieGame
The maze says “dead end.” The Trampaneline says “go over it.” 🚀
In Super Maze, Operators link two launch panels that both Hunters and Runners can use—turning one clever placement into an escape route, a shortcut, or a trap.
#IndieGame#GameDev
I’ve implemented a new Shuffle skill that swaps skill cards between your team and the enemy team.
In Super Maze, holding an enemy skill card temporarily seals that skill from their side, so a single Shuffle can completely change the flow of a match.
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Super Maze development update!
The multiplayer lobby can now support multiple players connecting successfully.
I also added a new Hypnotic Gas skill, which disrupts an enemy player’s controls when they get caught in the gas.
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Today, I worked on tuning the Warp Gate skill. It creates two linked gates: one at the player’s current position and another at a random location in the maze.
Both gates can be used for 30 seconds—but the enemy team can use them too.
#SuperMaze#GameDev#IndieGame
Super Maze development update!
I’m currently working on balancing and fine-tuning the skill system. Today, I focused on the Runner-side Decoy and Smoke Screen skills.
More adjustments and testing to come!
#SuperMaze#GameDev#IndieGame
Here’s a test of the wall-generation skill in Super Maze!
The Top-View Operator can activate this skill to create walls inside the maze, changing routes in real time and helping their teammate escape or control the chase.
#SuperMaze#GameDev#IndieGame
Development update for Super Maze’s Top-View Operator UI!
The operator plays a key role by guiding the Runner through the maze, tracking what’s happening across the map, and activating collected skills at the right moment.
#SuperMaze#GameDev#IndieGame
Here’s a demo of the third-person player gameplay in Super Maze!
Jumping, basic movement, and item collection are all progressing smoothly. The game will support multiple languages, and this build is shown with the Japanese UI.
#SuperMaze#GameDev#IndieGame
For the lobby screen, I first drew a rough sketch myself, then generated a reference image, and used Codex to implement it in Unity. The third image shows the actual in-game lobby screen.
#SuperMaze#GameDev#IndieGame
Super Maze development update!
This video shows the current flow from the loading screen into the multiplayer lobby. The game is still in development, but the menus, transitions, and overall player flow are steadily taking shape.
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Development update for Super Maze!
Here’s the current title screen in action. The game is still in development, but the world and visual direction are starting to take shape.
More progress coming soon! #SuperMaze#GameDev#IndieGame
I’m starting development on Super Maze, a 4-player, 2v2 maze chase! Each team pairs an FPS player with a top-view operator who guides them and activates collected skills. Four players, four roles, one changing maze. #SuperMaze#GameDev
@Imacrea_lab Sounds fun, but team dynamics can make or break it. If the FPS player isn't synced with the top, view operator, you'll end up with chaos instead of strategy. Balancing communication is key.
Next, I connected Codex to Blender through MCP and used the generated image as a reference to build the character model.
The second image shows the finished model that will be used in Super Maze. #SuperMaze#Blender#Codex
First, I drew a rough concept sketch and used it to generate a 3D-style character image for Super Maze.
This gave me a clearer visual direction before moving on to the actual modeling process. #SuperMaze#GameDev