๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ›ก๐Ÿ’ป๐Ÿ›ก๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ

Thank you for trying Antivirus.exe! ๐ŸŽฎ
To make the game better, you are welcome to answer A Questionnaire through the following link๏ผšGameplay Surveyๆธธๆˆไฝ“้ชŒ่ฐƒๆŸฅ ๐Ÿ”Ž
Thank you for your support and suggestions!
Notice๐Ÿ˜ฎThis game provides the best experience on PC.

๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ›ก๐Ÿ’ป๐Ÿ›ก๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ๐Ÿ‘พ

About Antivirus.exe

Antivirus.exe is a virus-cleaning mini-game inspired by both marble maze mechanics and system defense programs. The player takes on the role of an antivirus agent, navigating a procedurally generated maze to eliminate different types of viruses, prevent their mutation or replication, and complete the system cleaning task.

The game is built upon a custom maze generation framework, with new features added including enemy AI, UI control functions, a state-based visual feedback system (via Shader-based alerts), and a thematic art style tailored to the software environment.


How to use Custom Maze Settings

To create a dynamic and replayable experience, the maze is procedurally created at runtime. 

In Preference interface, you can generate the maze map you want as well as  and levels of difficulty, through the following settings:


preference - custom maze settings
  • Rows & Columns - Sets the size and complexity of the maze. A higher number results in a larger and more intricate map layout.
  • Virus A / Virus B - Sets the quantity of two interrelated enemy types. (Virus A can transform into Virus B over time.)
  • Virus C - Sets the number of a third enemy type that functions as environmental traps. These enemies apply debuffs to the player upon contact, increasing gameplay challenge.
  • Scan Level - Sets the starting level. A higher value means the game begins at a more advanced stage, accelerating the difficulty curve in subsequent levels.
Published 2 days ago
StatusPrototype
PlatformsHTML5
AuthorKiez_Lynn
Made withUnity

Comments

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(+1)

The game itself is fun! but it lacks instruction. I saw it afterward in the about section but you shouldnt place it there because most player will rush and press play. Maybe a little screen between the play button and the game would be more convinient. Cool graphism too!

Thank you for playing and leaving a comment!

You're right - I was actually worried that the game might lack guidance, and it seems that's indeed an issue. Maybe I should've renamed the "About" section to "Instruction" (I totally forgot about that! ๐Ÿ˜ต๐Ÿ’ฅ)

But as you mentioned, a better solution would be to include more in-game guidance and small hints directly within the gameplay. I'll definitely work on improving this in future iterations. ๐Ÿ‘พ