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A member registered Nov 13, 2019

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I think you've made some changes since I first played it, but the only ones that now seem to force using that mechanic are the level that introduces it and 'Out of the way'. Even so, the puzzles are still super fun!

I hear ya on the limitations of puzzlescript text, but maybe something like 'Press X to push a crate along an ink trail' communicates the idea better?

I see that you've modified level 5 to force players to use the intended mechanic (I also got through the whole game without using it!)

Maybe you could adjust the inter-level message to better introduce the idea?  I didn't realise that "Sending ink trails (X)" meant I could push crates along ink trails.

It's a really cool little game, hope you keep making them :)

I am become Congamonger, the party prolonger, the dancefloor thronger, strong were the lines that got longer, all conquered.


This was fun! The little micro-levels do a good job of introducing the mechanics (I'd maybe try to communicate that boxes can push boxes as well, which is slightly non-standard) and the overall puzzle design is 馃憤

Hope it's the first of many games :)

The visual design is beautiful, but the mechanics don't mesh very well. The timer feels a bit arbitrary, as you have such limited control over the character that it's not really speed-dependant. And that means that the level designs either make the timer irrelevant or just unfair if it slows you down right as you've got to the end. The point is that the gameplay challenge is click-jumping at the right moments, which doesn't really have anything to do with racing against the clock in the way you've designed it.

On all levels with moving things or blinking platforms, it seems like it would make sense if player death reset the level to the same starting state. It feels frustrating when you're stuck in a bad cycle and have to try to kill yourself at the right time to get into a good cycle so you can actually finish the level. Other games with this sort of mechanic are much more deterministic.

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I think the puzzles are pretty cool, and I'm intrigued to explore the mechanics. I love puzzle games that trust the user to discover interactions, but I think a few of the levels I've encountered so far end up making the solution space large enough that figuring out what the new mechanic does is quite daunting.

For example, Popsicle Stick appears to be introducing a new type of wall block in the top right, but a similar level without that addition would already be quite fiddly to solve. What ends up happening is that it's tricky to even get the blocks into position to explore what that new block might do — I still don't know! — and I'm simultaneously wondering if it's not actually a new block but just a design element that's not part of the solution at all. In the end I figured out how to solve it by moving the blocks around each other, but I still don't know what that red square in the wall was supposed to do, if anything.

Compare this to something like Bonfire Peaks, where new mechanics are often introduced with a level that contains a very small solution space based on what you already know, so you realise quickly that the level is going to be impossible unless you there's a new interaction you've not considered, and then the level design is constrained enough that the possible-but-not-previously-considered interactions are limited. Once you know the mechanic exists and what it is, the game then starts riffing on it and complexifying it.

There are a lot of cool ideas in your game so far and I want to work my way through it, but the introductions of mechanics are acting like roadblocks at the moment.

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I'm baffled by the red X introduced on level 4 — I cannot seem to work out from context what the win condition is supposed to be..

I just figured it out — but I think that the level that introduces the mechanic is maybe not the most effective communicator of the mechanic

What a delightfully cursed experience — the things these poor sokofolk endure working in the puzzle warehouses!

What a cool idea! The last level was an absolute odyssey :)

It's not needed to solve 8 (from what I remember!)  but can happen accidentally as you're shuffling things around. I won't spoil 7 for you, but  lemme know if you want another hint in due course :)

I love puzzles with a punchline — some of these levels are very funny!

I was very thankful on behalf of delivery-sheep that it was just boxes. In olden puzzle times, the poor sheep would have been carting around wolves, goats and cabbages, desperately trying to police the combinations of livestock/produce that could be left on the shore while another was in transit ;)

My IRL cup of coffee was exhausted by puzzle 7, but I was able to finish the game without the help of IRL tea. What a delightful little game!

There's a mechanic that will make total sense in retrospect, but which I also struggled to spot until I found it accidentally on level 8!

Finally jellied my way to the end! These were a lot of fun :)

35 and, weirdly, 15, were the last to go. I had convinced myself that 15 required some elaborate pushing contraption, so when I finally saw the actual solution, I facepalmed a little bit.

It reminded me a little of the puzzles in the Witness. I think one of the more sophisticated things that game does is have rules with emerging complexity. That way as you head through a sequence of puzzles, the puzzle design can say 'so you probably thought that the rule was x, but now here's a puzzle that shows you it can't actually be that. How do you interpret the earlier solutions now?'

having mastered agriculture, i can now say that i've gained a new respect for farmers. imagine the despair they must feel when the combine harvester driver accidentally ploughs a quadrant diagonally and they have to replough 15 other quadrants to fix it.

this ploughing malarky is complicated!

The final level was a blast — felt like I was one move from disaster for about 95% of it :)

Behind every great sokoban game is a fully working air-conditioning system. I think you may have invented a new genre — Sent艒ban — in which the poor warehouse worker is sent to lug crates in a sauna :)

This works if I reload and continue from the checkpoint, but if I die in this room then the trigger for the guard running away in the upper part of the corridor seems to stop working:

Not sure how I'm supposed to get past this section, unless I'm missing something? I can't get anywhere near the turret without dying!

It's not much fun having to restart a massive level because you couldn't escape the path of three randomly moving blobs.. Even if there is a pattern there, buried somewhere, it's deeply unfun to try to discover it, especially when the penalty for failure is so high.

It's also annoying when turning makes a tile you've not stepped on non-traversable because the a 90 degree turn can cause the trail to extend backwards from your position. I wonder if the whole movement system wouldn't work better if it was grid-based? That way squares could be clearly understood as used or not, and it would also make turning corners much less janky.

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The font you're using makes it really hard to quickly identify letters — the T looks like a C, the J looks like an I (both of which could also be interpreted as an L), the X could be an N, the V could be a U, etc. Legibility is important when you're trying to unscramble a word.

There are also a few combinations that have multiple solutions — URBAN can also be UNBAR, but the game doesn't except the latter as an answer. I'm also not sure what the answer to this one is supposed to be? I think the letters are PTAKA

By the end, god help me, I understood intuitively what contortions would be required to solve the levels :)


I think I'm going to have to talk about the movement mechanics in therapy

The second level re-introduces the most essential element of productive forklifting from the first game: exploits. 

Hints (rot13'd):

1. Jung unccraf vs lbh envfr lbhe sbexf guebhtu na bcravat va gur prvyvat?

2. Jung unccraf gb qbbef vs gurl'er oybpxrq?

3. Ubj pbhyq lbh hfr n guveq obk gb wnax gur yvsg ungpu bcra naq fb yrg lbh gnxr nyy guerr obkrf hc vagb gur frpbaq ebbz?

Finally finished the last level the hard way!

Lots of lovely new mechanics (including one all too brief interlude where the forklift was actually easy to move!) The brain-stretchingly interconnected last level is even more delightful than the original game :)

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Is there a way to fully reset the level? The problem I'm having is that it's not impossible to mess it up irreparably, discover this after you've checkpointed and then you have to do the whole game again to get back to the level.

I'm now up to the final section of this level (which I assume is the last one) and it feels like I might have prematurely used a crate to activate the ceiling switch in the first room, but it's stuck there now and I'm not sure if I have enough crates to deactivate the switch and get it back. 

I think I might have borked the level that introduces the checkpoint machine? I took one of the boxes out of this room and now realise that I need both boxes in order to activate the switch:

As far as I can tell, there's no way to get the second box back into this room, and I'm now checkpointed with no way to start the level over :/

What a lovely puzzle :)

(I did that one level the old-fashioned way because I'm persistent I didn't read the comments first!)

Positive comment

I did it :) The final aha shook me.

   U N B E L I E V A B L E

   F O R K — L I F T I N G


Spoilers below the fold... The question is... Can it be done??? I think I might have accidentally left one more gettable crate in the wrong place :-/

This is lovely! I just finished the last of the bonus stars, which was satisfyingly fiddly to work out without ever entering the snakebird realm of brain agony. The puzzle design is really good, congrats :)

This is super clever — and the final aha moment definitely left me wanting more!

Loved it. I think I may have managed to smuggle an extra box up to the top section on first reaching it, but that didn't help me a lot. Is there a second ending if you can get out the other door at the top? It felt a little beyond me, but also kinda tempting!

I just wanted to note here that Shift is ingenious and hilarious, especially if you painstakingly 'solve' it the wrong way and then realise what you've done :/

wonderful! There are some lovely a-ha moments and I will doubtless apply these advanced apple picking techniques next summer in apple season once my aim has improved.

Speaking of aiming, in an ideal world and a non-jammed scenario, I'd love apple throwing to have some indication of trajectory, as I spent a bunch of time on one particular room whiffing my throws and having to restart.

These puzzles are HARD, even the recap levels took some serious head-scratching and I'm now chipping away at the less impossible-feeling puzzles in Station A.

(btw unless I'm missing something, the game seems to have been unlisted from the puzzlescript and made with puzzlescript tags, which is where I found it initially and where I tend to find puzzlescript games in general.)