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Strategic Maze Elements Design
Current Problems
- Excessive repetitive traps that look silly and unstrategic
- Limited tactical depth - only basic key/door mechanics
- Scoring encourages trap-spamming over intelligent design
- No dynamic or interactive elements
- Aesthetically poor repetitive patterns
New Strategic Elements
1. Teleporters
- Symbol: 'O' (origin) and 'Q' (destination)
- Mechanics: Single-use teleporters that transport player to matching destination
- Strategic Use: Quick traversal, bypassing obstacles, creating multi-path strategies
- Scoring: Bonus for creative teleportation routes
2. Switches and Gates
- Switch Symbol: 's' (toggle switch)
- Gate Symbol: 'S' (initially closed, opens when switch activated)
- Mechanics: Stepping on switch toggles all gates of that type
- Strategic Use: Complex route planning, temporary access, timing puzzles
- Scoring: Complexity bonus for multi-switch gate puzzles
3. Movable Blocks
- Symbol: 'B' (movable block)
- Mechanics: Can be pushed into adjacent empty spaces to create bridges or barriers
- Strategic Use: Bridge gaps, block paths, create temporary platforms
- Scoring: Innovation bonus for creative block usage
4. Multiple Exit Conditions
- Primary Exit: 'E' (standard end point)
- Bonus Exits: 'F', 'G', 'H' (require specific collections: flowers, gems, etc.)
- Mechanics: Reaching different exits provides different scoring bonuses
- Strategic Use: Multiple path strategies, collection puzzles
- Scoring: Bonus for completing bonus objectives
5. Conditional Paths
- Special Doors: 'X', 'Y', 'Z' (require multiple keys or specific conditions)
- Mechanics: Complex unlock conditions (e.g., need 2 of 3 keys, or key + switch activation)
- Strategic Use: Advanced planning, resource management, conditional logic
- Scoring: High complexity bonuses for multi-condition puzzles
Enhanced Scoring System
New Scoring Components
- Strategic Innovation (0-100 pts): Creative use of new elements
- Route Complexity (0-150 pts): Multiple viable solution paths
- Resource Management (0-100 pts): Efficient use of keys, switches, blocks
- Bonus Objectives (0-75 pts): Completing optional challenges
- Puzzle Sophistication (0-125 pts): Advanced conditional logic
Reduced Traps Importance
- Lower maximum trap scoring (max 30 pts instead of unlimited)
- Remove trap density penalties (focus on placement quality)
- Score traps based on strategic placement, not quantity
Implementation Phases
- Update evaluator to parse new elements
- Implement pathfinding for new mechanics
- Create enhanced scoring algorithm
- Update prompt to guide strategic maze creation
- Test with complex maze examples