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