You're not alone, it's the first really difficult level in the game, despite using only the basic mechanics (which is why it's relatively early in the game). Anyway, the intended solution puzzle is here (spoiler): https://imgur.com/a/FiXOIMC (it's probably the only solution, if I don't count swapping the colors or putting something in the 2 empty squares).
I did consider making it easier, but I want the game to have a couple of really difficult puzzles, which is why I made this level optional instead.
blasterpoard
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Could you please let me know which puzzle made you feel like you didn't understand the rules? I tried to introduce every mechanic/interaction with a very small puzzle to make sure that it's hard to get it wrong, but I might have missed something.
About the line showing the solution - yes, this is coming probably sometime in late January, along with some other updates due to the feedback that I've received. I didn't include it in the first public build because keeping the line readable in puzzles where you can visit one square 5+ times while not obscuring the puzzle itself is not trivial.
Thanks for the feedback! Originally, the right click worked just like you said, but then I couldn't both display the preview of the object that can be placed by left-clicking, and highlight the object that can be deleted by right-clicking (or at least, it was a mess when placing a wall, and I thought it could be misunderstood). I want the player to be sure about what will happen whey they click on the puzzle. However, now that I think about it, I could make it an option in the UI settings (same as hiding the controls hints) that the player can enable once they're used to what do the buttons do, and don't need a highlight for deletion.
One of my testers managed to run it on linux with wine; sadly building the engine for linux doesn't work on windows for me (scons tries to run commands longer than the windows command line's limit), and I need to do it in order to include my custom C++ puzzle-solving code.
Building it in a VM, or clearing enough space on my PC to dual-boot is somewhere deep down on my to-do list (but once I'm happy with the state of the game, there will definitely be a linux build!).
That level requires building a puzzle in a very specific way, and if puzzles were sorted by difficulty it would definitely be later in the game (instead, I usually put these optional levels in as soon as all the interactions needed to solve them are introduced). I can only advise you that one of the previous optional puzzles, "Backtracking revisited", was intended to show you a way to force 'the guy' to go to a square that doesn't contain a button.
