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maladroit

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A member registered Nov 13, 2019

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There is a slightly delirious pleasure in battering Skinner's little masterpieces into submission with their very own walls :)

That was great fun! Lotsa cool pushing and pulling mechanics and some really interesting puzzles to explore all the interactions.

Hope you keep making puzzles :)

That was intense towards the end! I assume my role as Tetrarch, having assembled the seven tetromino shapes, is to snap my fingers to make the lines disappear in regular tetris.

Like every great Knaller, my attempts to produce difficult minesweeper levels end only in tears 馃挘

Wonderful puzzles! From the new design, I'm now really curious how people were cheating the old level 7, as I definitely tried to make that shortcut work and couldn't figure it out!

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I'm on my second loop and I seem to be stuck. There are no battles left to fight (I've cleared 120 of them) and no sense of when the *spoilery* event starting the third loop will happen..

EDIT: Okay, I think the underlying progression math might be going wrong somewhere. The boss showed up at 15,000C since last encounter, by which time I was at 37 grid units, 48M population, 184T military power and had won every battle. And I destroyed it in about 10 seconds. I had only purchased a single galactic secret.

The objective is to get stuff off the brown rectangle that represents your bed (box? catmat? designated sleeping zone?) so that you can comfortably sit within it.  As is common with all members of the cat family, pressing X will cause the cat to change which paw has the claws out.

In the end it was the final hurdle of level 4 that gave me the most amount of bother — hadn't quite realised the extent to which claw-pawed wool manipulation is taxing work!

I really like this subgenre of sokoban that takes a simple physical world interaction and transforms it into delightfully cumbersome puzzles (cumberban?) 

My push-pull brings all the ban to the s艒ko, and they're like it's better than ours, alright we'll pull a box of jars, er wait a minute.. good god.. what new purgatory is this? how can it be even harder than when we can only push them?

10/10

While I appreciate the user-friendly option of just starting the level over when I accidentally cause Gerald to fall down a hole (that may or may not also be a toilet), I really think that the game ought to admonish me on Gerald's behalf.

Otherwise: 10/10 (would happily provide Gerald gainful employment)

Loved this from start to finish and the last level was really something :)

At one point I started to wonder if there was going to be some Pipe Push Paradise type shenanigans going on with rotating my little waxy constructions (Candle Combustion Catechisms?)

Very cool! I love mechanic-discovery puzzlers and this one was a lot of fun. I'm a little sceptical of the procgen approach in general, but the combination of artisanal puzzles and a single procedural room seems like an interesting approach. I slightly wish the top room had its own arc & ending, whether upping the size or complexity of rooms, but I assume you're working against some of the limitations of the puzzlescript engine.

I was a bit surprised by the lack of undo/restart, though I'm guessing the pushing mechanics mean you can't failstate yourself? Though looking at the presentation you gave, I might actually have been doing some high-stakes puzzle-solving :)

hint: The rule for the red plus squares isn't being met

This is very cool! I think softlocks are a slightly inevitable consequence of this sort of design, but it's interesting to look at how other games with meta-puzzles — A Monster's Expedition, for example — cater for it. I think allowing players to reset a room (and designing the puzzles to account for that) ends up being a player-friendly way of dealing with the problem. It can increase the potential for shenanigans, but better to deal with those than to subject players to massive undo-chains!

(speaking of which: I'd consider allowing a more rapid, gently accelerating undo if the player holds Z. There were a few occasions where I had to backtrack a lot and the single tap Z was a bit annoying)

Anyway, those are little gripes and the main thing is that the individual puzzles, and broader puzzle, were very fun to figure out :)

lol! So obvious in retrospect.. cool game!

I'm pretty stuck on this level — is there a mechanic I'm missing with the small box in the bottom left?


As far as I can work out, I need to be able to reset the red stopper in the bottom right in order to exit the level. The assumptions I'm making are:

  • The red, blue and green blocks can only move left and right, not vertically
  • Once I'm round the corner, next to the exit, there's nowhere I can move the red blocks. 
  • The block in the bottom left can move anywhere in the bottom half of the level, but it can't go down a 1x1 corridor, which means it can't get into the top part between the red and blue blocks, and it can only block the right-angled corridor in the bottom right.

Confused!

Those false walls created one of the great indignities — the dawning realisation that I had actually reconstructed David Skinner's Microban 1 from a totally different starting level, and only on seeing that did I figure out the final manoeuvre to defeat it.

I think the current last level might have an unintended solution.. Mostly based on how quickly I solved it compared to the previous ones :)

My end result was:

sbbbs
bbbbb
bbbbb
sbbbs

And I didn't have to do a lot of conceptually-challenging silver block manoeuvring to get there

Really liked the addition of the final mechanic, as the enforced finishing position adds real complexity to the levels. (Reminds me of that one level in Stephen's Sausage Roll which seems weirdly easy until you realise that it's almost comically difficult to solve it and reach the exit tile)

Why do I need to right click and left click to shoot? It makes the game unplayable on a trackpad..

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Glad I came back to this — it's excellent. Top left took me a while but I finally cracked it!!

I think I got to the end (with the help of an elaborate diagram)? Is there a non-purgatory ending?

Finally finished this one! The last series of manoeuvres were extremely satisfying to puzzle out :)

Really fun — and very well designed.  I love games that pull off this sort of thing :)

I somehow managed to miss a subtle but vital mechanic in my first attempts. But when I came back this morning, it finally clicked! It's a very satisfying puzzle and impressively designed so that the simultaneous movement feeds into the puzzle as well as complicating it :)

Excellent stuff -- the end was really fun to figure out :)

The middle section took longest to deduce, but eventually we made our escape! Cool game :)

The source code is included in the html scripts and there doesn't seem to be anything in terms of win conditions, plus there's no player position on the level map:

https://pastebin.com/CmtiWzrG

Does that mean the plot might thicken? Awaiting new logs :/

Loved the bonus objectives!

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That was very cool — I ended up freestyling my way toward the solution but once I found it, the aha moment resonated backwards and made everything seem retrospectively obvious. Which I think is always a real design achievement in conceptually fiddly puzzles like this one! Aaand makes me hope you might explore the idea further in the future :)

I didn't use the top left section at all. Curious what the intended use of that bit is!

Lbh pna perngr n oevqtr npebff gur tnc gb gur ohggba ng gur gbc bs gur znc. Gura lbh whfg arrq gb trg gur oybpx va gur gbc evtug bss vgf yrqtr naq vagb gur oynpx G funcr. Gura lbh pna chfu vg hcjneqf naq npebff fb gung vg snyyf bhg bs gur G naq pna or chfurq npebff gur oevqtr ba gb gur ohggba.

That was a delightfully cursed puzzle  馃憤

This is one of my favorite games you've made -- really fun to figure out and the puzzle felt very handcrafted!

Gur bar guvat V jnfa'g fher nobhg jnf jurgure V tbg na havagraqrq fbyhgvba ol oevatvat n yrsgbire oybpx sebz gur zvqqyr ebbz vagb gur svany gjb ebbzf. (Vs gung vf gur vagraqrq fbyhgvba gura V guvax vg qbrf uvtuyvtug ubj gevpxl vg vf gb pbzzhavpngr snvyfgngrf va guvf fbeg bs zhygv-cneg chmmyr!)

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There are so many subtle mechanics here. Love it! I get the feeling that there probably multiple ways to get to the ending, but all of them sufficiently complex to feel a satisfying mastery of the mechanics.

PS

Someone should tell N-Step Steve about that dash feature

This was very satisfying to puzzle out, especially the bottom right corner. V qvq abgvpr gung gur tbny oybpx pna'g or  fuhagrq qbjajneqf vs gur gbc ynfre uvgf vg svefg, juvpu fyvtugyl pbashfrq zr nobhg gur fuhagvat zrpunavpf. (rot13)

I'm also missing gjb inevnoyrf, ohg V guvax lbh trg gur fgngr sebz hfvat gur cvat pbzznaq

So much puzzle in such a small space. Loved it!

Know what you mean! Logic could only take me so far until a vibes-based strategy took hold

Suitably confounded — a nighttime reindeer on a black background is totally within my powers, but I can't ever seem to get that center square to the right shade otherwise :/

What a cool puzzle an what an incredibly hard-to-tune instrument!