Rand-O-mazE cover
Rand-O-mazE screenshot
Genre: Indie

Rand-O-mazE

The Official Rand-O-mazE Arcade Leaderboard List

SPEEDRUN:OFF*




SPEEDRUN:ON**




All scores are displayed as a single raw value in steam and consist of a level and a score or a time. Rand-O-mazE gets the stats from steam and divides these values into 2. The level reached is determined by the first 2 digits of the score. You will find Rand-O-mazE's Stats on the main menu, where these values have been split into their components and are much clearer to understand. To work out how to decipher the raw data value read on...

*SPEEDRUN:OFF - The level is obtained by dividing the score by 1,000,000. The remainder (Mod 1,000,000) is the points. The player rank order is descending (higher = better).

*SPEEDRUN:ON - The level is obtained by dividing the score by 100,000,000 then subtracting that from 20. The remainder (Mod 100,000,000) is the time. The time is counted in units of 1/100 of a second. The player rank order is ascending (lower = better).

If you go to Rand-O-mazE > Stats> Global Stats it gets processed into a easy to understand format.


D.M.Y 26.03.2019 1.1.0.1 SpeedRun: OFF

I have changed the default speedrun modifier setting to OFF for all game types. The game now starts with the original setting. From now on the speedrun mode will need to be activated manually in the game settings. I did this because I feel it is necessary for new players to get used to the original game before trying the speedrun mode. There will likely be no further updates to Rand-O-mazE as I am now working on a new project. If there are any bug fixes required just post it in the discussions thread and I will get to them as soon as I can. Have a good one - Dev

Rand-O-mazE V1.1 (~~SpeedRun~~) - DD.MM.YYYY 29.01.2019

29.01.2019 1.1.0.0 - Rand-O-mazE SpeedRun v1.1 is now live!

Q: So whats Speedrun about?
A: It's a new Speedrun modifier. I have added it to the [Settings] [Game Settings] Modifiers table. The new Speedrun Modifier gives the [ARCADE] and [BALL] game types a spicy new flavor.

With the [Speedrun] modifier turned ON - Instead of competing for points, players can now compete against the clock. The [BALL] and [ARCADE] game types are running nicely with the new modifier. The others, meh, I haven't checked. Post me in Discussions if you find a bug or suggest an improvement.

Q: What else is new in v1.1?
A: There are also 3 new global leader boards for the Speedrun modifier and [ARCADE] game type. Also for this update I have set arcade mode to play with Speedrun turned on by default. You can turn it off if you want. Have fun and beat my fastest time.

The New Leader boards work a little differently: The highest level gets higher ranking but the fastest time gets a highest rank on the level. So if you get a higher level than everyone else you will get the top rank, but if the next player also gets to that level faster than you, they will rank above you. So go hard, get the fastest time, or go crying home to mamma.

Q: What about the other game types[RUBBISH],[CHAIRS] & [RACE] with the new Speedrun modifier?
A1: [RUBBISH] works with the new modifier. It is sort of fun with some of the solo player variations but I wouldn't bother playing with Speedrun with more than just yourself.
A2:[CHAIRS] All you will see is the clock but the gametype isn't really meant to be rushed so don't bother.
A3:[RACE] I will plan to disable the Speedrun modifier for [RACE] as it is totally pointless.

Q: Is the new modifier meant for Solo Playing or Multiplayer?
A: Solo playing mainly. It should work with multiplayer but i'm not sure if it would be any more fun than playing for points. It might be. If you find the new Speedrun modifier fun with multiplayer, tell me. I might get some inspiration to work on that.

Q: Any more improvements in the pipeline?
A: Maybe some more leader boards for the Speedrun with [BALL] & possibly a few new achievements as well. They will be in minor updates over the next few months along with bug fixes & aesthetic improvements..

OK - That's all for now - Cheers Dev ːsteamhappyː


Rand-O-mazE Suggestions Thread

This is the official Rand-O-mazE suggestions thread.

So, What can be done to make Rand-O-mazE better?

If you have any suggestions to improve or add to Rand-O-mazE post them here. Maybe it can be done, maybe not. I will reply to anyone who posts here.

No idea is too lame or too crazy but keep it clean.

Cheers Dev

D.M.Y. 03.01.2019 - 1.0.3.1. Bug fix and some tweaks

Happy new year to whoever you are. I have just fixed the game again. Yes there was anooother problem ːsteamfacepalmː . The game was acting all weird when you [Alt][Tab]-ed out and came back only to find that the pellets did not load and the maze was not updating. But now, there is a solution. Rand-O-mazE now will halt and wait for you to return to the application before continuing. Thank you to RazgrizSF for finding that bug. I also made a few little adjustments to the menu and fonts. I hope your having a great 2019.. Cheers Dev

D.M.Y 16.12.2018 - 1.0.3.0 - Asthetic improvements

Hey hey hey, anyone :)
Just updated Rand-O-mazE again and guess what!

1.0.3.0 - Asthetic Improvements - Added new vector fonts to
Rand-O-mazE. This makes some of the text similar in style with the
title graphic. Aim is to create a 80's feel to the interface.
Also a few other improvements under the hood to game rendering and game loop efficiency.

Also - Single player content? I have had a few reviewers that seem to think this is just a multiplayer game. Really. You don't need a bunch of people to play Rand-O-mazE. Really really really. Don't think so? Try it. Unplug your controllers. Notice that the game hot plugs your controllers. This automatically sets the number of players to how many controllers you have plugged in. If you have 3 controllers, the game sets itself up for three players. So, if you want to just play a solo game, try unplugging two of the controllers. Give it a go.

If you manage to unplug your surplus game pads, try the Arcade mode. This is a fun challenge, by your self as a solo, singe player. Not only that, you might even make it on to the steam leader board. If you get past level 5 you will even get an achievement. So what are you waiting for.. Go off and play with yourself.

Seasons Greetings - dev - (sublemonal_au) ːsteamhappyː

D.M.Y 22.11.2018 - Coming Soon to Rand-O-mazE

1. Fonts - I am currently making a font for all the Menu, GUI, stuff that ties in with the game asthetics. The game is currently using freesans but there have been issues with this at times and I will be using a homebrew vector font.
This is in the process and will be coming in the next week or so, hopefully.

2. Speed Running. This is definitely coming - It just makes sense.
I am currently working out the best way to add it to Rand-O-mazE. Maybe it will be a modifier, maybe a dedicated game type. Not sure yet. Obviously there will be some achievements and global leaderboards related to it for the solo players. It's in the pipeline..

Thanks for your interest - All for now - dev

Rand-O-mazE Leaderboards

D.M.Y 15.11.2015 - Update - 1.0.2.2 - Deadzone increase

Hey again,

Rand-O-mazE - UpdateVersion 1.0.2.2
Dead-zone increased to 33% - Hopefully this should reduce movement issues for some controllers - Thank you supersmo for suggesting this improvement.

Also, Can someone tell me, does steam tell you to update the file automatically? If it does then just update it. Otherwise uninstall and reinstall Rand-O-mazE to get this update. And it is always worth having the latest version..

Just as some of the human race seem to be evolving back into something like a chimpanzee (knuckles dragging on the ground and no social grace) so to does Rand-O-mazE (but the other way). So if there are any more bugs or suggested improvements please put it into a discussion and I will work on it.

Cheers - dev - sublemonal_au

12.11.2018 1.0.2.1 XBox 360 Controller Bug fix is now live

Hello Person reading this,

1.0.2.1 - Bug Fix - For some reason the Xbox 360 controller inputs changed from one thing to another. I have updated Rand-O-mazE to map the buttons correctly and increased the deadzone for the XBox 360 wired controller. I don't know what caused the issue. Maybe it was the recent update to Allegro 5.2.4.1 or maybe something else. I dunno. But its fixed now. Thank you to supersmo for finding that one.