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Goblin Arcade — eight free browser games; feedback wanted on Goblin Maze onboarding


GoblinArcade
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I built Goblin Arcade, an AI-assisted React/Vite arcade with eight short browser games. Everything plays on desktop or mobile without an account or download.

 

Goblin Maze is the clearest first playtest: guide a ball through a generated maze, collect optional gems, find the key, and reach the exit. It has daily and random layouts, three maze sizes, keyboard, swipe and on-screen controls, and no timer.

 

I’d especially value feedback on two points:

 

1. Is the key-before-exit rule clear during a first play without opening the instructions?

2. After finishing, does the next-game invitation make you want to try another game?

 

Play Goblin Maze: https://goblinarcade.com/play/goblin-maze?utm_source=html5gamedevs&utm_medium=community&utm_campaign=launch

 

Screenshot: https://goblinarcade.com/games/goblin-maze/cover.png

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  • 2 weeks later...

I played Goblin Maze, and I think the key-before-exit rule is clear once you understand it. One thing that might help during the first run is highlighting the exit door after the player collects the key — maybe with a stronger colour change, a glow or a short animation — so the player immediately understands that the door is now the next objective.

After finishing, my attention went straight to the “next game” option rather than exploring another screen within Goblin Maze. If you want players to try another Goblin Arcade game, that already works quite well. But if you want them to explore more of Goblin Maze first, I’d make that option more visually prominent with colours, effects or a short transition, and leave “next game” as a secondary choice.

In general, I think the priority could be guided mostly through colour, contrast and small effects, so the player naturally notices the action you want them to take next.

Good luck with it!

— The Pulse Universe | Solo dev

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