Good fun, thanks for sharing! The overhead bonking mechanic worked well, as a bit of a twist. To be honest I thought I was looking at a flappy-bird-like game before I started :-) The name is great, though.
DouglasOrr
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Thanks for playing & for the helpful feedback! Sorry about the reset 🤦. Yes - the scrolling thing is annoying - a quick fix to be able to scroll at all, and it seems to depend on mouse pointer location (has to be over the text), so it doesn't quite work properly, needed (I think) because of itch.io's iframe. Should be able to improve once I can update.
When you choose a duplicate pattern, it's actually quite strong - as you get two copies, so every time you match it (should) count double. But agree this is far from obvious.
Good idea on the entropy bar!
Thanks again!
Ah, yes, it isn't very clear and really did need a tutorial (sorry!)
The idea is to make patterns from your collection (shown on the right panel), in the grid by swapping tiles (and later other actions too). To swap tiles you click twice on different tiles on the grid. You can see how many patterns and points you've made by hovering over the grid or progress bar. Then you submit by clicking the tick. The aim is to burn the progress bar down to zero within 3 submits. Then you get to choose an additional pattern, action or bonus and try again with a larger target.
But agree this isn't obvious, tutorial needed!
This was mildly-infuriatingly hard, but good fun trying to work out what combination of upgrades would be most efficient - thanks for creating & sharing it!
I guess mechanically I was expecting a sort of "take risks early to give yourself a better chance later" kindof thing, but I wasn't sure that was the play in the end, rather than just taking the minimum secrets at each step.
Can't belive it either - nice one! I think you're in a very select group of people that have done so.
Thanks for sharing!
Visualisation/animation of route through level would be a fun thing to add, I agree! In lieu of that, if you're vaguely interested, this was the final level you nagivated: https://github.com/DouglasOrr/FAD/blob/assets/level_5.map.png
Thanks for the very helpful feedback! Yes, I've noticed that most players aren't getting quite as far as the main challenging gameplay element which is active echolocation (but this is a reasonable way in).
You've hit my nightmare bug - sorry about that! Particularly before you get the sonar there's not much you can do if the (extremely basic) pathfinding sends you into a wall. If you're curious - sounds like you got stuck somewhere in this map.
That's interesting, thanks - I hadn't made that connection! The original idea for the game mechanic was active echolocation (sonar), which comes in a bit later, but I thought I needed some sort of compass to guide you through in general (otherwise it was a bit too hard), and after a few experiments the tones turned out best. The "no graphics" constraint itself was something I'd been toying with & have wanted to try for a while.




