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A member registered Nov 23, 2023

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I soon as I did chapter 1, I understood the idea immediately, I don't think the solution guide is nessasary

although others may desire it, I would advise obscuring or hiding it a little just to stop newcomers from thinking they know less than they are able to discover, such as was my case.

oh I think I just skipped chapter 1, I thought that was just the rules page.
I really should pay more attention, sorry for my lack of reading the numbers in the title

just that some of the examples have roads but the puzzles that follow don't.
I suppose it doesn't matter, you couldn't use those roads even if they were there, and you are allowed to have no roads.
it threw me off to the point that I made the common mistake of drawing my lines a little too far (out of the buildings). doesn't change the solution much, but drawing the lines a little too far is technically against the rules in these cases.

might have also confused me when I forgot the rule a little for bigger jumps.

that comment was mostly my intermediate reaction, I was expecting there to be some sort of twist, but there was basically no twist, so it just ended up being tidy puzzle design.

that's not the only twist though. it takes a little more than that to see the true twist

this would be good if it was an interactive puzzle. but this mechanic is not explained thoroughly and specifically enough to be understandable in the first few puzzles, much less to be abstracted upon with so few examples. the hints/provided rules should not be external/hidden, they should be present in the puzzles/description themselves.

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I may have been a bit too strict with my first impression, in retrospect, your mechanic is fairly understandable, but is also almost indistinguishably similar to existing mechanics, particularly in the first few puzzles.

I initially thought that it was a vpr znmr type puzzle, with the added restiction that lbh pnaabg raq va n fcnpr nqwnprag gb gur tbny, and that you needed to "ohzc vagb" nyy gur qbggrq pvepyrf.
I tested it out with someone with the method that I could say "no" when they violated a rule (with my perceived idea of the rules, which is identical to your solutions for the first few puzzles) and even with me eventually giving them some hints, they agreed that the mechanic was very difficult to intuit (which is contrary to the idea that the first few puzzles are intended to guide the player into a correct understanding of the rules that can later be expanded and added on to in later puzzles) and that your explanation of it was unsatisfactory and of the sort that would be extremely difficult to understand without the hints (the hints are not meant to be part of the puzzles).

I am confusethed

any ideas I have of what the rules are leading towards being massively overcomplicated and/or don't work

can I have an example of an impossible puzzle with these rules please?

oh I made a mistake with my interpretation of yellow then
oeb V gubhtu lryybj unq gb whzc bire svyyrq va fcnprf (ohg qvqa'g unir gbb)

what did you get for chapter 6 second row second from the left?

why did you make the "yellow" yellow-orange?

chapter 2 big puzzle appears to have not enough (if my interpretation of blue in correct and the double blue +star doesn't change anything)

if I didn't make a mistake

how you make text look faded?

FAKE PDF VIEWER!!

honestly, that kinda fits with what you did for the confounding calendar that one time, except this is way more convincing because you didn't have to follow a color scheme

cool game! pretty short though.

a good introduction to people who are new to rule discovery puzzles.

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I saw blue boxed loops, and dots and rule discovery paper puzzle and my thoughts immediately went to loopmaker, which is puzzle I still haven't solved

I love this, this is cool

that not the order btw

I know your inspirations

game seems pretty standard, very similar to most games of its genre. 

it's cool that you made it cross-platform compatible. not exactly sure where the 2x power ability comes in (where is the "magic"?).

very basic at first glance, could use a earlier introduction of interesting mechanic

thanks for the many fixes to improve this experience

the early sections do have the same rule with the color you mention

remember, 6-8 is still one puzzle, not two

bro, I believe that may be the only solution, though perhaps for reasons you have not realized.
please hide this info

and that's a turn 1 Krumpus defeat. bro didn't stand a chance

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alternative

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all you need for an easy 1 turn inf combo (also zero-cost deck)

was having a zero-cost draw 1 damage card in a format where deck thinning was this easy really a good idea?

?

not all AI games are AI slop games, sorry, I should have specified that

the fact that you took the effort to respond is enough for me to consider you not AI slop

my attitude toward AI games tagged puzzlescript on itch is mostly just based on the amount of glitchy and non-functional games I see when I search that combination of tags, which is simply higher than average, not nessasarily the majority

yes, I did just come here because of the tag, but also I came back because we were having a discusion

behold the "six" card deck:

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note that this isn't technically infinite, but you can go pretty far if you get lucky with elf helper+

no basically turn 1 lethal against anything but Krampus, and elf helper+ give some pretty good defense too

wait, no, it is infinite, but only as long as you just cycle between the two bell slams and don't play anything else that isn't net zero on energy and cards in hand

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ngl, half the things in these game are so broken, and everything but the hard enemies are so weak and die in 1-2 turns.

even boss enemies dies to the sleigh in like 2 hits

cool combo though

cool inf  turn 1 damage combo

perhaps it's just the AI slop games, which comprise a majority of the AI games tagged puzzlescript.

itch tags are weird, there are games tagged as both "no AI" and "AI assisted"

I don't create games and am not the creator of this one

I like puzzle games 

now add a hard mode that increases enemy attack and spirit loss

I've been waiting for something like Secure!

yes, the character plane could serve to be a bit higher up.

its being covered a tiny bit by the cards

noted

would be cool without the auto-move.

the auto-move isn't what makes it hard, it's what makes it annoying, and it's what makes you make mistakes.

early game is a little too fast.
it would be cool if it speed up from 10% speed to 100% over the first 30 seconds, there was barely enough time to read the tooltip