TrickWater Arts

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Project Minotaur Temporarily On Hold

I know many of you (hehe, "many") probably don't know what we actually do at TrickWater, which is fine, because we're about to switch it up again. Basically, Project Minotaur has been our little baby for 8 months or so now (since September), and I feel its time we bid it a temporary farewell. We'll leave the links up for the download to the pre-alpha testing release, but we won't be working on it for a few months, at the least.

What happened?

Working on the game began to yield little to no results, and I finally came to the conclusion that I was burnt out after spending a 10 hour work day doing nothing to but constant stuff for Project Minotaur, and had I told no one, the changes would have been completely unnoticed.

All in all, I love this game, and hate to see development halted, but what's best is what's best. I think it's time we move on for a little bit, until we have the stamina to revive Project Minotaur and bring to it new techniques and ideas.

Project Minotaur Demo Released

On the Project Minotaur download page, you can now find a pre-alpha release of Project Minotaur, available now!

The inventory has been disabled in this little demo, and so has loading, but you can still check out the maze algorithm and what the finished mazes are likely going to look like.

Main Menu

This is a screenshot of the main menu, in the background, you can see a fly-through of a smaller maze generated when the game loaded.

View from In the Maze

This is what the maze looks like in-game. You can see the (demo) fist to the right, and the debug information up in the top-right corner.

View from Flight

You can see in this image what the maze looks like when flying (flying can be enabled by pressing the 'F' key on your keyboard).

Project Minotaur

It's a game, we've got that much figured out. To put it into simple terms, it's a maze exploration games where your goal is to reach the center of the maze to battle the final boss. Along the way, you can pick up weapons and will have to defend yourself from other enemies scattered throughout the large maze.

The game is set in the open air, but the 150 meter tall walls on the sides forbid any exit attempts in that manner. The maze has actually been carved into the ground, which explains the thick, bulky, and rough nature of the walls.

The actual algorithm to generate the maze is called Eller's Algorithm, written in C#.

More information will come later, such as specific mechanics and more.

About TWA

TrickWater Arts was founded as a partnership between Alex Eisley and CJ Burkey in April of 2017. Most often developing strategy, survival, or roguelike games, the two developers work together to produce some amazing games!

Support Us

To support us, you can either support us on Patreon or purchase one (or more) of our games. For nonmonetary support, feel free to contact us to give us feedback on our demos/experiments!

Find Us

You can find us on Twitter, Patreon and our Discord Server.