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A member registered Nov 23, 2023

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on further inspection, it is not quite the same.
DNDG does not have the triples and replaces them with glides. it is also pitched down and possibly a slightly different instrument than is shown here.

sorry for the confusion, though I do wonder if the writer of the DNDG music was inspired by this song.
what is the original name of this music?

it's actually not the same.

it appears the DNDG tavern theme is copyrighted music inspired by this royalty free music (the progression strongly matches)

(3 edits)

music very similar to dungeons and degenerate gamblers.

(1 edit)

I think chamber10 is the only one for which this is possible. most of the levels after this are too restrictive, and ones before don't have enough boxes to hold down a button on the other side of water/pit, so the button to unlock door+no box rule is enough to prove imposibility.

chamber 10 just happens to be the only chamber in which there is nothing strictly blocking the door when nothing is active

that one with the duck, I think it was on the confounding calendar one time?
had the same mechanic of bouncing along mirrors and you had to find all the eggs.

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in what way?

it doesn't require much creativity to consider swapping the roles or complicating the goal (especially in such a non-constrictive environment), the skill is doing it quickly with much veriety.

simple.

you should add a way to save both people and a reaction to doing so, even if you do not think it possible.

that is, a room which could fit two people, such that the goal which does not end the level can be stood on when the goal which ends the level is stepped onto.

then if you wish, you could add some lore reason for why only one of the people will be proceeding to the next chamber.

considered to be fully enumerated: [Secret Room! \ Who cares about Level2?], level 1, level 2, level 3, I AM ERROR, level 4, level 5, level 6, level 7, [Secret room! \ please return]

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ryringbe

(9 edits)

so far I have:
level 0->variants (void erosion)->level 9, [Secret Room! \ river of void]

level 0->level 1, level 3

level 1->[Secret Room! \ Who cares about Level2?], level 2

level 2-> level 0

level 3-> level 6, level 4

level 4-> level 4, level 5, [Secret Room! \ while {true} {break}]

level 5-> level 3

level 6-> variant -> level 7

level 7-> variants ->level 8

level 8 -> variants -> level 0, [Secret room! \ please return]

level 9 -> [end room! \ ...(credits)..\ the end?] (impossible)

[Secret Room! \ Who cares about Level2?]-> level 1

 [Secret Room! \ while {true} {break}] -> level 0

 [Secret Room! \ while {true} {break}] -> variant ->I AM ERROR

I AM ERROR->level 4

[Secret room! \ please return]->level 8

[Secret Room! \ river of void]-> [end room! \ ...(credits)..\ the end?]

what is the level structure? (ie, what can be accessed from where?)
I just want to know for compleationest's sake

in chamber 10, you can get both people to the goal, but because you win as soon as one reaches the goal, only one can come with

is error (does not work)

need to fix error

is it partially puzzlescript?
I don't think that's possible, puzzlescript is rather unique as a game engine.

is marked as puzzlescript but is not puzzlescript

is it intentional that the end sound triggers early? (like, whenever you walk over the goal)

I think it would work well if you made the walls slightly more orange or brown.
remember, you can always update the game!

cool

very hard

there is a bug where if you stand at the edge of the moving platform when it disappears from beneath you, you get placed at the nearest walkable surface.
tough to exploit because of how walls are coded, but makes some puzzles significantly easier and allows use of the boxes and pressure plates to be completely skipped in at least one level.

it's tricky because you can only ever discover the mechanic used for the solution in the final move of the solution.

I have recently seen a similar bug appear elsewhere (in a different game)

interesting but simple.
too few goal conditions per level to be anything more than easy

well, the optimal strategy is clearly to place the food close to the starting block, which ends the simulation fairly quickly. As it is now, this requires basically zero understanding of the movement code.
the key idea of Langton's Ant is about long term behavior, so this also seems antithetical to the idea of Langton's Ant.
since you are able to edit the ant's code in the first few levels it seems like it would make more sense for the food to be pre-placed somewhere far away, and for you to need to edit the code to make the ant go there. 

don't know how to get orange key in last level without putting top left middle chick in losing position.

I remember playing you other level set. this one has definitely improved!

good job

hate the text tutorial

didn't need to before, don't need it now

interesting, fairly simple.
seems that the other materials being weakened is important for balancing reasons, but you could use the fact that the player (as opposed to the box) needs to be next to walls to break them, to create a "do this first" type constraint.
otherwise, just break all the walls.

cool.

reminds me of another game

this seems antithetical to the idea of Langton's Ant

blue nor boxes are needed in level 8

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and [no box] in level 7 (if you are smart[with how you use blue])

boxes in level 6 have no use, goal is easily reached.
is this cheese?

I find it is sometimes easier to try to maximize the number of walls
arrows would be more helpful than circles

I guess the problem is that you need a unique solution for strong deduction logic, and that typically isn't the case here. you just take a guess

I also do not understand what any of this has to do with Zeno's Paradox

you should update it! add more levels. I literally just played https://cardboardglasses.itch.io/tether and they updated it at one point to add 3 more levels and impove the art style

remade this mechanic in baba is you if anyone wants to play around with it (and for some reason has baba is you, but not puzzlescript)

U7VA-IDKY

honestly this is exactly the classic sokoban vibs I've been seeking. the radius allows situations to be much more naturally limited, while at the same time allowing more solution freedom than if it were a smaller radius

2 has a more narrow gap on the top left and less space on top.