No worries :3
BerryGo
Creator of
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Hint 1:
The fires are heavily related to connection.Hint 2:
There is something about the fires you will never see.Hint 3:
They are somewhat similar to the flowers (introduced in Inclusive.)Hint 4:
What would happen in the moves that it blocks you from making?Answer:
Fires cannot be disconnected. If a move would end up with them being disconnected, the move is blocked and the turn is cancelled. You will never find a disconnected fire.Thank you! I plan to release a new version on Godot with way more features, as well as some changes to old ones. I plan to have at least 12 worlds, more levels in each world (maybe some optional extra challenging ones, except they'll be clearly separate instead of looking like a normal level like in this game), and.. well, let's just say
the level select will be in-world, and you can probably guess what shenanigans I plan to do with that >:3c(Sorry for the deleted post, the spoilering thingy didn’t work properly)
I might make a game all about this farswap cycling mechanic, as I think it's quite interesting, and in that game it'll have a better difficulty curve than this one. If you want a game I've made that's better with it's difficulty curve than this, I suggest Sokonnect. It's the game I'm most proud of so far, and it's leaps and bounds compared to this game :3
This is probably the hardest level in the entire game, ngl. It takes over 150 moves iirc, and I do NOT have the solution memorised. I used the solve function, not expecting it to be possible, but when it was possible and had this high of moves, I knew I had to include it as a super hard extra level.
TL;DR: Sorry, can't give hints. Skip that level if you want, it's way too difficult for a game like this anyway.
Nah, just make dual master keys do nothing. Great idea, trust.
But in all seriousness I'd love to see it make a positive and negative copy of the door (a dual copy of the door) that can be spent with either positive or negative amounts of the costs.
If you wanted it to be extra cursed, it could result in the spend colour having a dual counterpart or something, too (e.g., you have 5 orange keys and -3 cyan keys, and you open a orange door that costs 2 cyan keys and has a dual copy, leaving you with 5±2 orange keys. This lets you open orange doors with up to 7 cost, or exact doors with 3 or 7 cost. If you had 2±4 of a key, that would let you open doors of amounts between -2 and 6 (not blanks of course), or exact doors with -2 or 6 cost. If you had 2±2 keys of a given colour, you could open blank doors or doors of up to 4 cost of that colour, or 4 exact doors (0 exact doors are just blank doors lol)) (Yes I know making it result in a dual counterpart doesn't make sense with the rest of the way bi-coloured doors work, but it'd be cool nonetheless.) (Don't ask what happens when you whip out a master key when you have 1±1 master keys. Just make it ±(1±1) copies or something. What if you have 1±(1±1) master keys, you ask? Uh... ±(1±(1±1)) copies. Yeah, just make it recursive. That surely can't end badly!)
Just saying, there's a strange bug to do with the two beams where they can sometimes just become separated after doing a pulse that unfolds space. As in, you can just push half of it and it won't act as a rigid 2x2 box anymore, and the crystal(?) in the centre of the boxes can become displaced. I found that this happened the most in the 8th level, δ. If you keep folding and unfolding space, then you can just keep pushing the parts of the beams further and further apart, as well as displace the crystal as much as you want. I was even able to get out of the level using this.




