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A member registered Nov 27, 2020 · View creator page →

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Ooops. I think I underestimated the difficulty of level 7. Other  people got stuck here also. Here are some hints...

1. Pbyyrpg gur fcner terra pryy orsber rngvat rvgure fnaqjvpu
2. Lbh jvyy arrq gb pvephvg gur tevq gjvpr
3. Sbe gur svany nccebnpu tngure nyy svir pryyf gbc evtug - jvgu gur gnvy va gur pbeare

Oh! levels 3 and 4 seem to have 4 and 3 dots respectively. The current ordering is as intended however. Well spotted! :)

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Ah. Yes. That move sequence looks very close, with just one green cell out of position. Your approach is basically in the right direction. Here are some hints in rot13. I think the first one you might already know.

1. nvz gb pyrne gur obggbz evtug 2k2 oybpx bs pryyf 
2. nibvq oernxvat gur oybo va gjb
3. fgneg ol pyrnevat gur pryy va gur prager bs gur evtugzbfg pbyhza

Thanks for giving it a go. Hope you enjoy digging your teeth in a little deeper! :)

OK. I can email you instructions how to download that. You will need appletviewer that comes with java8. My email address is on my homepage. Or you can reach me via TPG discord.

Yes, indeed, there are still quite a few gaps. Which puzzle do you have in mind? I can send you instructions how to download and run the old applet JAR file on your local machine. Feel free to email me and we can discuss further. :)

Go for it! :)

The strategy beyond two levels deep I really struggle with also. If you can find a solid strategy for the 7-switch puzzle I would consider this a success, especially if it also works for the 10-switch puzzle. Historically this puzzle was first offered as a java applet (20 years ago) which in itself was a virtual manifestation of a pre-existing physical puzzle, neither of which I originally implemented. The bug yesterday made me question whether this new app is behaving exactly like the old applet. Both apps must be fully deterministic, but differences in timing and animation could mean events happen in a slightly different order, during a large cascade of coins. The available coin slots at the top would have been chosen to ensure that all puzzles are solvable regardless of the start-state of the switches, but is this still true? Now I am not so sure. If I can clarify, I will let you know. 

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The issue is now fixed and V2 of the app is uploaded. The problem was triggered by a short stack of exactly two coins falling in unison. The first would hit the tail off a switch and fall through and the upper coin would then get caught (but the slot would remain green). An interesting edge-case, although I'm surprised it crops up so rarely!

Oh dear! Thank you for the bug report. I'm investigating right now.

I found this…

oh! That was a real story. Haha!

Thanks for giving it a go :)

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Yes, no problem. Here is the hack link:

Thanks for the feedback - I'll investigate if I can improve the sensitivity of the x-key.

Congrats on getting so far! Those last few are tricky for sure. Thanks for giving it a go, and for the progress updates. :)

Thanks for giving it a go! :). The app can support any size block and 2x2x3, with or without some missing cubies, has been suggested. But I personally I agree... 1x2x2 is quite hard enough.

Elegant. Minimalist. Glorious. How can three-clicks be so hard?!?  Solved all the levels at least once, and still get stuck on a replay. Love it. :)

Thanks for giving it a go! In hindsight the very first puzzle is a little bit trickier than it ought to be. The long red pentomino appears to be the simplest shape, but that doesn't seem to equate to the easiest puzzles.

Lovely concept! I had to revisit several times before I solved #1. #2 felt significantly easier. I do wonder if the sokoban mechanic is overkill here. I appreciate that it makes sense to position the puffa in an empty cell behind a pipe in order to puff at it (or through it) but if you could travel freely across the grid (to any empty cell) in order to achieve this, then the puzzles could be much more compact and the puffa mechanic would really shine through. Thanks for sharing. :)  

This is so cute and clever. I would not have guessed it was puzzlescript. Thanks.

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Thanks! The collection is actually based on data from computer search, i.e. the deepest states possible for each possible wall configuration. The set was pruned, hand-tested, re-ordered and pruned again, to try to eliminate repetition and add a sense of progression. Grids that were discarded along the way were sometimes recycled as hand-crafted tutorial puzzles,  to demonstrate a particular feature. Inevitably many puzzles have traps where you can get stuck but these were carefully positioned so, in the early ones at least, it was very obvious what states you had to avoid. It was a fun process refining the set. We also looked at the 4x4 data - but I think "A Bit Much" would be the right phrase there. The 3x3 grid was definitely the sweet spot. 

A belated thank-you for your feedback. Glad to hear you enjoyed playing. 

Thanks! I did wonder if the same mechanic might appear more than once (in the jam). It was surprising how compact the Nelly puzzles could be. Still solvable yet non-trivially. I'm definitely enjoying your own variant also, I got stuck quite early, so need to focus some fresh energy on it!

Oh - great - thanks for the feedback.  Glad you enjoyed it! :)