On the Subject of Non-Euclidean Maze
A choice may be as simple as going left or going right. Oh- or forward. I guess...
The screen displays a first-person view inside of a 7x7-cell maze.
If a wall is not in the way, the cells to your left, right, or front may be visible.
Refer to the board on Page 2 to see how each cell is labelled, colored, and positioned.
Each cell’s label appears above their entryway.
Every cell of the maze is divided into eight 6-celled polyominoes (or hexominoes) except for the central cell labelled “W”. This is the exit of the maze.
Within a hexomino, doors connect orthogonally-adjacent cells, whereas any other door is actually a portal that will lead you to any NON-adjacent cell on the board.
Doors and portals look identical to one another.
The labels of three cells (without a "K" in them) will be Caesar-shifted slightly. Corrupted cells will grow from these three points across three stages.
One cell will be deactivated each stage, while the other two will corrupt the 12 cells around them (not including "W").
Cells are deactivated in the order of their Caeser-shift offsets from least to greatest.
Their offsets may be between -5 to 5, but never 0.
For three stages, a portal to the exit will open up onto any empty wall of the maze. You will be placed in one of the farthest points from the exit (in steps), and must find it without entering a corrupted cell. Entering a corrupted cell will incur a strike, return the module to its initial state, and alter the corruption point's positions and offsets.
The first stage does not begin until the label above any door is pressed.
Page 2 is also interactive. Use this initial state to explore the maze freely and:
- Divide the layout into the eight hexominoes.
- Mark the placement of any/all portals to see how hexominoes connect.
- And mark corrupted cells while updating them across the three stages.