You don't. You just click the doors.
anotherananas
Recent community posts
You can use the level select [esc] to skip.
Machine translated titles - I'm sure its missing some jokes etc.
| 1 | 第一关 | First level |
| 2 | 换位思考 | Put yourself in someone else's shoes |
| 3 | 贴图混乱 | Texture Chaos |
| 4 | 子箱推 | bankoso |
| 5 | 换位思考2 | Put yourself in someone else's shoes 2 |
| 6 | Wall is Duck | |
| 7 | 换个参考系 | Change the reference frame |
| 8 | 黄昏 | Dusk |
| 9 | 是鼠标鸭 | It's a mouse duck |
| 10 | 啊? | Huh? |
| 11 | 有尝试过跳跃吗 | Have you ever tried jumping? |
| 12 | 似乎与数学有关 | Seems to be related to mathematics |
| 13 | 重力 | Gravity |
| 14 | 你不要过来啊 | Don't come over here! |
| 15 | CraftMine | |
| 16 | 屎不拉通 | Constipated (?, probably wordplay) |
| 17 | 自由! | Freedom! |
I also had problems in Edge (chromium). Works perfectly in Firefox.
It errors and refuses to continue at 'Press SPACE to start' or any of the 4 following 'Video playing event called's if there's no user input in a very short period prior to the call, even with the frame in focus. 'Press SPACE' shows at the same time as a video call, hence the lockup there.
Console error:
"Uncaught (in promise) NotAllowedError: play() can only be initiated by a user gesture. (anonymous) @runner.js:49"
You can get past it by clicking or pressing space constantly from end of loading til the game level appears, but I expect it'll happen again with any future video call.
Instructions:
| WASD to move the player/line
| X to start and end a line
| Use your cursor to select things
And not in the instructions:
* click on a computer to enter a level
* walk next to a large black square to see a zoomed out level select screen.
It's easy to miss the instructions because any click or X/space on the 'insert cartridge' screen causes the title screen to close as soon as it loads.
Mouse 2$%7$2##<2/AA0D=F&217)2.7(B7'2&3R&7J'3V^Z%2(``A)XB3=$kjl^!2#-3$4#72/;;0>8@&213)2.3(<3'IKM23D=S83ML=8$;\2^2
Launch 2#"79#7$=7&20BD<<17%9;@!2%(32$%79;:8>$$3$217C20H##3&INP27#"H
Shredder 2(7*2-79?>@2,?*?+FHJ2I2GO6J62)6%2TZY$U6][ZX*Td2#08(2/jlnmkqo'2i&2!2(3*2-3(238=?2$=,?&2%=+@=&I=B2'NA=R2*3$WY2)3%<a?Z^ZK<`X[2
It's a real room next to the first one, just like the earlier levels.
Explanation of the solution below:
Player moves into the right room, resetting the left.
Player attempts to reset itself because it's not immune [green], but its position is blocked.
Now 'dead', the player respawns, on the spawn point that's still in the un-reset right room.
Interesting game. I found it hard to distinguish when the switched blocks were ignited vs extinguished, because 'extinguished switch' base colour is very close to the 'ignited block' colour. When a switched block is lowered I can't tell at all, even if next to a ignited ground for comparision.
Also in Level 11, most colour layouts make the white and green switched tiles indistinguishable because the green gets washed out entirely by adjacent light. When the blue switched tile is in lower left, the other three all appear white. This is without colourblindness and on a screen with reasonable colour rendering.
Very challenging, I ended up copying across to Puzzlescript+ for a level select, and even with that there's still 11 levels I have no idea how to get even partway to a solution.
Two levels aren't solvable without editing the level:
43 - No Goal tile [o or 0 at top]
53 - Snake has no bonds. Solvable if joined [replace u with i]
Level 9 may get locked by the selector pattern, as it only cycles 16 of the 22 characters and one position can't move if selected by arrow jump.
It's sometimes possible, but it's unclear what causes the selectable set to change. I had thought move order or board layout, as I was able to do one move twice after swapping character positions after 30 or so tries without swapping, but I'm now unable to replicate so perhaps just bad RNG luck.
Controls:
Mouse (or maybe controller?) Required
L/R: A D, ⮜ ➤
Jump: W, Space
Aim: Mouse
Powerup 1: LMB
Powerup 2: RMB
Mouse requirement:
First pickup uses Mouse+LMB, second uses RMB.
LMB and RMB can't be input at the same time using a Windows touchpad or touchscreen, and it seems both are needed to get past that point.
Really cool idea. Level 4 in particular shows off the puzzle element. The small amount of hinting for adjacent planes is a really good feature to have, especially for the level with death-on-contact obstacles.
Input:
I would find W jump more intuitive for (WS)AD movement, but that's a personal thing. Similarly for rotation, an alternate keyboard input would be nice - QE if single axis or arrow keys if a second axis is added to the plane in later gameplay.
I didn't notice the viewport cube and its function until I'd finished, and using it would make the game easier at points. A label or demonstration in the first level could help if you wanted that.
