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  • Intended Audience: Ages 7 and up.

  • Length of Play: Anywhere from 45 minutes to as long as desired. 

  • Intended Platforms: Pc, Possibly Mobile (Android).
  • "Mazor" is a top-down (eagle view) game that focuses on puzzles and level editing. Art inspired from games and movies such as "Tron". 

  • Description: "Mazor" will launch a player into the cyber world where they must use their mental capabilities in order to solve multiple puzzles. A player will be introduced with rooms that contain crystals as well as lasers that must be guided in the correct sequence of color and path in order to unlock the next level. Among these crystals and lasers some rooms may contain bombs that will detonate if a laser is guided incorrectly into them. If these bombs are detonated the puzzle will reset and a player must start over from the last checkpoint. As a player progresses through puzzles there will be crystals that will be color coded. Once a laser hits a color coded crystal it will split the laser into different directions as well as different colors making puzzles even more challenging to solve.
  • Cost of making the game: An average of 40 hours a week at about $100 an hour per person. The game will cost around $24,000 total. The game will also have the capability for DLC (Downloadable Content). The DLC can include additional puzzles or further level editing tools.


  • Mazor was developed with puzzle games in mind. We also wanted to make a game based around lasers. At first we had the idea to develop a game that will force the player to navigate through a maze with the help of lasers. We then decided that the game should implement different color lasers that will trigger different events in the game. All these ideas eventually led to what is now mazor. Mazor expanded into a puzzle game that makes the player navigate thought a maze and at the same time makes them direct different color lasers into the correctly colored receivers in order to beat the game.

The rights and wrongs

What went right: The concept of adding a level editor mode was a really good idea. This helped us expand the game by allowing the player the ability develop new puzzles till their hearts content. This allowed the game to have a large replay-ability value that will keep drawing players back. The addition of color diversion also helped the game because it makes the player have to think of what color diverts into what and how to use them to navigate through the game. 

What went wrong: The creation of the lasers gave us the most trouble when creating the game. At first we thought that it was going to be one of the easiest things to make but it turned out to be quite the opposite. The lasers where not diverting correctly or they were not following the path that we told them to follow.   

Related Classes

Classes that helped helped for this class include CS 1301, 1302, CGDD 4003. These programming classes helped in the understanding and development for this game. 

Project Members: Kyle Brannon, 

                             Javier Ramirez.