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A jam submission

BifoonjView game page

A puzzle/programming/assembly game based on the Befunge language.
Submitted by heinn (@heinn_dev) — 10 hours, 29 minutes before the deadline
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Comments

(6 edits) (+1)

Is this a troll game? On the first puzzle, the turtle never chooses to go right when it hits the '?', so it never reaches the exit. It should do that, right? Or am I dumb? I understood that it sent you randomly in 4 directions. I would expect it to go right at some point if that's the case.

Well, in the case that it's not a troll game, I'll leave some criticisms.

It took me a while until I understood how the 'Editing Station' and the 'Full Funge' worked together. Like, at first I went to the 'Full Funge', which was what I assumed to be the 'Integrated Machine' the tutorial mentioned, and pressed 'T'. Nothing happened. Then I pressed 'Tab' which was the other thing the tutorial mentioned. Nothing happened. From then I started pressing everything until I understood how it all worked. It's definitely anti-intuitive you 'begin playing'/'begin editing' the board somewhere, and then actually edit and see it play somewhere else. Also, should the RMB do something? It says 'Select' when you hover over something.

When editing the board, please drop the double cursor. I often couldn't tell which one of the two was my real cursor. I understand that you need to convey the direction somehow, but in that case, you should mark it with an arrow or something more subtle so that the cell you're selecting is unmistakable. I'd also consider dropping the cursor direction altogether and making it so inputting a character doesn't move the cursor. But I'm not really sure which would be better to be honest.

Oh, and I spent 10 minutes looking for an upside-down ^ until I realized looking at an ASCII table that there was none and that it was actually a v. So yeah, that happened.

I'd also recommend making an easier first level. Like, I'd introduce the 'skip' character in a second or maybe even a third level. Because I honestly forgot about it because I was just learning how the game worked in the first place.

But anyway, it looks pretty interesting. I'd be down to play more if I could get past the first puzzle. Like I want to know what those sockets and all that stuff are for. I can tell the mechanics will get spicier. So yeah, good luck, man. I hope I wasn't too harsh.

Developer (1 edit)

Thanks for playing, and ye it's not a troll game. I kinda rushed it to be "ready" for demo day but the overall user interface is pretty bad. I think I'm going to can this one anyway, and if I pick it up again I will probably remake it in 2d. 

Would it make more sense for the text editor to just be a normal one? Maybe I'm just used to it but I find it nice to use (with Befunge). I guess the smart thing would be making it an option.

(+1)

The board editor is ok, I think.

Is the fact that the turtle doesn't go right..... Oh, fuck, you have to skip the '?' in the first row with a '#'. I got it just now. So the fact that the turtle never goes right when it hits the '?' is intentional, right? When you say 'it makes the turtle go random', in reality you mean 'as the dev I decide where the turtle goes'. I thought it meant 'eventually the turtle will try moving towards all directions". That's what I'm getting.

Anyway, I'll keep playing when I have the time. How many more levels are there?

Developer

That first puzzle is meant to show you how to use directional commands, the actual thing that it does at the end is printing 0 (with ' . ').
There are 3 other puzzles, but for those you have to put together a full funge since I forgot to unbork the free one. You can pick and place components that have the "Select" prompt by right clicking on them and then left clicking on a board (the big quads with nothing on them, the components one the first puzzle are unmovable tho). "Select" on sockets connects them instead. Behind the first puzzles there are some buttons that you can press to bring up better explanations.

Good luck.

i dotn getting it.. ..

only think ive got to say is that while that square thingy that turns into a big square  when you point it at stuff is cool, you should at least leave a dot on the middle of the screen so you can know exactly where you're aiming at

Developer

I need more tutorials aaaaaaaa

Submitted

I tried the demo out, but I have absolutely no idea what to do. I managed to place components on the board and connect their sockets at least. It would be cool if there was an example already assembled to study it.

Developer

Rushed the demo out for the deadline, working on a tutorial right now :p