Show HN: I Recreated Encarta's MindMaze(medium.com)
medium.com
Show HN: I Recreated Encarta's MindMaze
https://medium.com/@laurentiu.raducu/i-recreated-encartas-mindmaze-and-added-it-to-select-supply-76e98256cc1c
You can check the game here: https://select.supply/game/mindmaze. Curious to learn your feedback. I personally loved the game so much!
8 comments
Nice job. As a fellow edutainment game dev, some feedback:
Number 1: As a result of using Gen AI, some of the pictures don’t make sense. In one of the images I saw, you’re looking into the room at an angle, but the directions are still orthogonal (north, east, west, south) so it doesn’t really line up. I don’t know if you want to add some kind of mini-map to help show where you’re going, but right now there isn’t a strong sense of spatial continuity or thematic consistency.
Number 2: I don’t know a lot about the original Mind Maze, but the trivia/logic questions really shouldn’t appear every single time you make a single move.
Think of it like this. If you played a first-person dungeon crawler or an RPG where every time you moved a single square you were forced into another random encounter, it would get tedious very quickly. I’d recommend diversifying the encounters so the experience a little less repetitive.
Number 1: As a result of using Gen AI, some of the pictures don’t make sense. In one of the images I saw, you’re looking into the room at an angle, but the directions are still orthogonal (north, east, west, south) so it doesn’t really line up. I don’t know if you want to add some kind of mini-map to help show where you’re going, but right now there isn’t a strong sense of spatial continuity or thematic consistency.
Number 2: I don’t know a lot about the original Mind Maze, but the trivia/logic questions really shouldn’t appear every single time you make a single move.
Think of it like this. If you played a first-person dungeon crawler or an RPG where every time you moved a single square you were forced into another random encounter, it would get tedious very quickly. I’d recommend diversifying the encounters so the experience a little less repetitive.
In the article I have also talked about a different game as well that teaches players how chips work. I have added that here too: https://select.supply/game/chipbuilder.
Oh what a blast from the past!!
The game looks awesome but I think it's missing some memory challenges, like recognizing the a song for example. Consider adding those as well.
The game looks awesome but I think it's missing some memory challenges, like recognizing the a song for example. Consider adding those as well.
Thank you so much! I have this on my list, so I will try to add this tonight.
Chip Builder is a brilliant concept for teaching low-level logic. How did you handle the gate simulations? Is it a custom engine or are you using something like a logic circuit library under the hood?
Thanks a lot!
I have created my own engine for testing the simulations in TypeScript. There is no external logic circuit library under the hood.
The simulation itself is tick-based with a light event-driven flavor. Each tick I compute an evaluation order using a topological sort of the circuit graph (based on wire connections). Then I iterate through components in that order, gathering inputs from connected wires. Each component runs an evaluate() function, producing outputs and a nextState. Outputs propagate through wires immediately within the same tick.
I have created my own engine for testing the simulations in TypeScript. There is no external logic circuit library under the hood.
The simulation itself is tick-based with a light event-driven flavor. Each tick I compute an evaluation order using a topological sort of the circuit graph (based on wire connections). Then I iterate through components in that order, gathering inputs from connected wires. Each component runs an evaluate() function, producing outputs and a nextState. Outputs propagate through wires immediately within the same tick.