A new version of this scenario was uploaded on 2020-08-28 14:25:34 UTC
Overhauled level generation algorithm. Levels now are much more difficult as there aren't a ton of possible paths. Also decreaced scale to improve performance.
The only drawback - in your mazes appear closed blocks in places where the maze itself could be, and I think it will be better if the player will need to go through the entire maze(from corner to corner, for example) to get to the goal. And it seems to me that the program can be accelerated, I just really don't like slow-running games))
Having a pre-defined destination location is pretty complicated and does not work with my algorithm. By the way, the game runs quicker on the actual Greenfoot application
By far, the best maze I've ever played - takes a while to realise that they fade in and out. I played my first game and thought that I'd been caved in, but I actuallyjust had to go to the end of the path. :D
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