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Fantastish

12
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1
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5
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A member registered Nov 17, 2022

Recent community posts

Haha, I understand that this is an engine limitatin, thanks for even entertaining a possibility of such an idea) I love dabbling in theoreticals

Oh, didnt finish the demo at the time of writing the comment, my hands were just itching to point that out) 
Now that I finishedthe demo, I think that dual type levels are technically still the same, if we make a big bounding box as one big node, right? N-blule2 connections are saved. (This is what I meant by mapping the graph onto a shape, we can map all the edges that touch the outside world on a single shape.) If we go completelety into nodes only territory, we can do the third version, where we have several connections going into the same node. 
   

This also handles the {x} and -x- patterns and 'hanging' nodes surprisingly well, color and number coded all edges and verticies. The 1, 3, 5 and 7 blobs on the middle and right image arent nodes, they are A into A connections. (That's what a hanging node technically is, it seperates A and A planes on the left image.) Conversion is much more neat if converted into a middle version, with an all encompassing outer shell, but the rightmost one is technically proper version to do this.

Would this whimsical nonsense work, or am I missing anything?

Wow. Im really impressed with your stance, usually people who use AI are very defensive about it, respect for wearing it proudly. I dont dislike AI content in itself, i moreso dislike when Im being told that it isnt, it changes the  expectations I have a little. 

All in all, game needs a lot of time in the oven, but I can see all the visions working out! Im glad that you've posted this game as brebones as it is, it helps with feedback and playtesting in real time! 

All the best.

Yeah, no. Really dislike the No AI tag after this post.

Game is... lacking a goal. You can grind things. There's nothing to grind towards. No point of becoming all powerful when the strongest boss is defeated with lvl 10 equipment. And when I say lacking a goal I dont mean to make 17 tiers of rats from common rat to a world rat, I mean it in a meaningful way. Maybe there will be a dungeon chain quest. Maybe inapropriately good loot will be gated behind a boss that is easy to beat, but with a catch that you have to syncronise its defeat with another boss across the world, giving more reason for this game to be, yknow, MMRPG instead of a singleplayer RPG

I really want this project to continue. But it puts a sour taste in my mouth in its current state. 

~Merlin

Awesome once again! I cant help but think of how the two types of levels are essentially the same when observed as pure graphs, replace the numbers with verticies, and the edge between the two numbers is the edge between two numbers.
 
Also, it would be fun to see a sandbox style level editor with switchable views between two level types, or with moveable nodes in general.
A very tall ask, but would physics simulation be possible? Turning every edge into a spring while mapping the outside edges on a circle or any other closed shape, and  seeing how graph turns out in the end. This might help with seeing some patterns, like how -2- with 4 connections is always a pattern of 1010, as sometimes some node configurations dont feel the same as they count


(Basically how the node on the right is much more intuitively 4 connection than the node on the left)

An awesome game!

Souprisingly rotten (fresh) approach to a simple formula! Really put a slime on my face.(Can this be one of the client reviews?)

Ran into a bug: if you have a worm, ending an explosive chain in a gold ore crashes the game. Not sure if it works with dirt or rocks tho.  

I know that this is a game in a genre of games where you are supposed to break the game to beat it, but the Flash sale with Bulk Repackaging just trivializes all and every round, by first putting all the categories into one, and then dismissing that category. Besides this one broken synergy, awesomesauce of a game!

Loved the demo! Would really love to get a function to copypaste the deduction tree you already have, like if you proved in the left subbranch that the statement D is true, you could just drag over the same reasoning tree to the right branch if it is needed, like in the last level of the demo

I need to add on this: Teaching without explicitly teaching. I am pretty sure that the web in the Corners:Tight Turn is not required for the solution, nor does it allow new ones if you remove it, yet, it forces a natural "Heh, lets goof around, lets get the moth in the web, see what happens!" pipeline, which just opens your eyes on a newly taught mechanic from a previous level

Just wanted to express my satisfaction with this game, an absolute banger)

A good puzlle game is a puzzle game without a tutorial, one where every few levels you stumble upon something, and go "Aha! Of course, this makes sense, how didnt I think of that!" No level encapsulates that feeling better than Trapped in Catching, an absolute magnum Opus of puzzle creation, bravo! I had three seperate "OH, of COUURSEEE" moments in that level, my personal favourite.