You're right, apologies about this! This is on my todo list to fix, but it's a bit more awkward to prevent than some of the others.
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In terms of gameplay, it's a list of positions, each a grid space apart. When you try to move, they are moved one at a time starting from the one closest to the player - if they try to move into an obstacle they get moved to another tile instead, which changes the direction the later sections will try to move. If there's still a collision after all of that then the entire move should be disallowed.
I can't comment on the graphical side of it.
This is intentional, there are bugs if you try to push slimes against the level boundary but because of puzzlescript limitations it's awkward to detect if that's happening. So instead I prevent you ever getting a slime next to the level boundary.
Hopefully it's not too confusing! It's not really the cleanest solution but I hoped it wouldn't be very obvious.
Xabjvat gung gurer'f ab erqhaqnag dhrfgvbaf yrgf lbh nccyl fbzr vagrerfgvat ybtvp jvgu ubj dhrfgvbaf 1 & 4 nssrpg rnpu bgure - vg'f abg erdhverq gb fbyir ohg vg'f zber fngvfslvat.
Originally I wanted the puzzle to be heavier on that kind of logic, but I couldn't find a set of questions that worked well.























