I have a whole set of cached heuristics for implementing mazes that I don't find recorded anywhere here:
eyes are biased to go down and right, so make the correct path go left or up first
make it harder to track long corridors, such as 2-way 3-way (or even N-way spirals), or teleporter mazes, or cannon mazes
dead end paths should turn atleast twice across a significant area so you can't easily see in advance that they're dead ends. in general, entire sections of your maze should be like a distorted version of an N-way spiral
have some key nodes with high branch factor so it is easy to go in but hard to find your way back out, once you're in
avoid cycles, if you must use them, use them deep inside wrong sections of the maze
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