Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

What algorithm does the game use to check lines of spires? Specifically, would a line with gradient 3 be a valid line, if there was room to make one? Also, I need help with Spire X4 (see below the cut)

Actually, another thing. I think circle pylons should light up when activated.

.

.

.

.

.

.

.

.

.

.

.

.

The solution to each of the Spire abyss levels has a "backbone" of two intersecting lines of gradient 2 or 1/2. However, I've experimented a bit in Spire 22, and it seems like only 4 of the possible backbones can be fleshed out into a solution. Am I doing something wrong, or is the solution to Spire X4 not formed this way? I don't want you to tell me the solution, just answer that one question.