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The Non-Scary Maze Game 3

rated 2.99 / 5 stars
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Puzzles - Other

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Credits & Info

Feb 7, 2015 | 1:00 PM EST

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5 Down 5 Points Pretty easy so far, right?
10 Down 10 Points Difficult yet?
Maze Wizard 50 Points Ain't nothin' but a peanut!

Author Comments

0 = Force level restart if the player doesn't respawn.

Welcome back to the third installment of the NSMG series! This release captures what I wanted to create with the first two and adds better graphics, better gameplay, and an all around better experience!

Designed to be a difficult yet fun experience, the NSMG 3 offers 15 levels of mazes that can be quickly beaten but not without some difficulty.

If you're curious as to some back story, read on.

I came up with the idea for the original Non-Scary Maze Game after I was tricked by a friend into playing the original scary maze game. That's pretty much all of the back story.


When you move on to a next room, you'll sometimes need to move the cursor to the blue box in order for it to follow the mouse.


1 = Mute
2 = Unmute

3 = Show Cursor
4 = Hide Cursor

0 = Force level restart if the player doesn't respawn.

(Happens if the cursor is in a certain location and the player jumps to that location, hitting a wall in the process.)

Mouse to move the box.

Credit to my friend rocky99213 for beta testing and helping me fix some bugs!



Rated 5 / 5 stars

Cool game! Bug fix it pls!


Rated 3 / 5 stars

Maze games are generally pretty fun, but the controls on this one were a little odd. The shortcuts were not traditionally what you would expect (0-4 for the controls is odd). I found myself at points where the blue square would disappear completely and I would have to restart the level several times for the square to reappear. Finished the game though and the end levels were a bit challenging which is always a plus.

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Rated 3 / 5 stars

Before I really start I have to get some things out of the way: I don't enjoy maze games and might be biased. They are simply not my kind of game, mainly because I get bored by their simple setup. Despite this, I still think your game deserves a review, because it was rather well executed. Okay, let's see now...

You added a mute button. So your game is already superior to 95% of all maze games in existence. Good job! ;) You also spend some thought on the way the movement mechanics work, so players can not cheat their way to the goal. As far as 'true' maze games go, this might be one of the best there are. Overall, the game stands on solid feet. Quality control wise you did a lot of things right such as having a tester and fixing bugs 'before' you publish. Some of the bigger game developing studios could learn from you.
However, I also have some gripes...

Technical bits:
Instructions: The instruction you listed in the Author Comments should also be in the game. Additionally, having "Maze Game" in the title will only tell 'most, but not everybody' what the game is about. It would still be nice if you explained the game mechanics for the inexperienced gamer.
Key Bindings: 0, 1, 2, 3 & 4 aren't really intuitive keys. How about "M" for mute/unmute, "S" (or "H") for show/hide cursor and "R" for the reset option?
Level Select: I don't think the games saves a player's progress. Skilled players 'can' finish it quickly, but a level select on the main menu would spare players that had to close the game for some reason the frustration of having to play everything all over again. Showing the current level number in a corner would help players to tell how far it is to the end and give the whole experience a more professional look. Fancy graphics may be nice, but _effort_ will always show.
'The Bug': Everybody experienced it; everybody knows about it. You added a workaround, but it would still be better for both the players and your personal experience as a developer if you could manage to find a more elegant solution.
Pride: This is only a minor thing to me, but you should show more pride. You made a game and people liked it! You should add credits to the main menu. This would as well be a good place to tell your 'story' and thank your friend that tested the game during the beta phase.

Level Design: Some levels felt unnecessarily long. Not difficult, just... more 'artificially lengthened' than actually challenging. Speaking of challenge, I noticed that the tunnel bits get reduced to 1 block width rather early on. You worked with different shapes for the most part, but some parts seem to say "I'm just a long tunnel, because the developer had some space left and didn't want the level to be over." The cannons where a good and innovative addition to the level design, but for the most part they only did the same thing, just in different places. It would have been nice if you had invested more innovation in the way you placed them. One setup that immediately comes to mind would be two cannons that alternate shooting down a 2 block hallway that the player has to pass in the direction of the cannons (with a tunnel branching off right before them). The game could also use some other 'obstacles', adding more variety.
Ending: I didn't feel satisfied when I beat the game. Sure, there's a medal, but I don't play games only for the medals, if you can believe that. A single sentence might fit the theme of the game better, but I think I would have preferred something along the lines of "You, <Playername>, are awesome!" than just a notification that the game is done now.
Story: While I can't really blame you for not coming up with a appealing back story for this kind of game, games with even the sketchiest of stories tend to be more rememberable that those without one. Throwing the hero or a princess in a dungeon is often enough to leave 'some' feeling that a player's actions inside the game world matter. And if you let a girl rescue a boy you can score points for originality as well. (Which is still something that is hard for me to wrap my head around: The dark ages are long gone, but still most protagonists in gaming are dudes... What is wrong with you, world?)

Still... All in all you did a pretty good job. It's just that I think some tweaks might have made it 'exceptional'.

Rock On!

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Rated 3.5 / 5 stars

I think you should have used the usual solution for this kind of games: after a death or a succeeded level, the blue box should spawn on a fixed point and stay still, and the player only takes control of it when he brings the cursor at the center of it. I think this may get you rid of the need for this forced restart.
Pleasant game anyway, even though I feel like the levels are not always sorted by difficulty. Some of the last levels seemed quite easy.

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Rated 1.5 / 5 stars

I am on I think level 14 and am stuck. There's a red dot in the center and four black boxes around it, but no spawn point. Forcing respawn does nothing.