We got lost in NUS when meeting up to discuss project ideas for the hackathon.

What it does

A fast-paced PvP maze game with a limited field of vision and shrinking against time.

How we built it


  • Flutter Web
  • Flame Game Engine (totally not inspired by Flutter's package of the week)
    • Provides reliable game loops
    • "Canvas" with vectors for ease of drawing
  • Hacky static globals to maintain state through application between client, Flutter and Flame ¯\_(ツ)_/¯


  • websockets
    • Built-in room API, packet loss management and acknowledgement handling - Because who wants to reinvent the wheel?
    • Implemented with some networked physics for player movement
  • Maze Generation
    • Recursive backtracking DFS algo for generation - Some complex thing apparently has a pretty good solution
    • Expanding DFS from center to handle shrinking maze (Is this a novel idea? I don't even know...)


  • Hosted using GitHub Actions
  • Simple SSH into cloud machine
    • NGINX to host web frontend (Did not host on Firebase so no CORSsssss issuesss)
    • Node.js to host backend

Challenges we ran into

  1. Maze generation with shrinking
    • shrinking splits up the maze, separating players/lives, had to break walls during gameplay
    • by expanding from smallest to largest, everything handled during initial generation, no sudden changes
  2. Converting types between JS/Dart
    • both have dynamic typing, so some types have no equivalent
    • hacky workarounds like JSON encoding and decoding
  3. Keypress detection
    • double movement, no movement, teleporting through walls...
  4. Server/Client desync
    • tracking packets sent from client but not handled by server yet
    • using simple deterministic lockstep over TCP

Accomplishments that we're proud of

  • Finishing

What we learned

  • Games are hard to make - especially multiplayer ones

What's next for Attention

  1. Other gamemodes such as maze escape or team games
  2. Support for more players

Built With

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