Yep you've finished it all, the stuff after the locked gate in the outro is the only extra bit of content to unlock :) Congrats on 100%!
Parachor
Creator of
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Thanks for the feedback!
I agree that the sokoban-ness can cross the line into tedium, especially with levels with a lot of moving parts or limited spaces. Halfway through development I had second thoughts about the direction the game had headed when I realised that more than half of the levels could technically just be drag-and-drop! Ultimately I think I wanted to keep the feeling of moving through the world, and maintain the foundational idea of a sokoban where the final placement is the puzzle instead of the path to get there.
Amusing side note, the first test version of Shard was horrifying with how tedious it was to move everything around (back before the yellow 'x' tiles were added to increase the play space), so I'm very glad my testers shook some sense into me, resulting in me reworking the entire area haha.
Happy to hear you enjoyed Totem, that one definitely went through the most iterations to make sure that the tutorialisation and difficulty curve felt right. And glad that the epitaphs felt worth reading, I almost left them out entirely a week before release because I wasn't sure if they quite worked!
Reworked the level one last time haha. The issue was narrowed down to an odd interaction that the '8' Totems have when a loop is introduced. While I couldn't find a nice solution for the bug itself, I've changed the level so that that particular loop shouldn't be able to arise anymore. Thanks for the bug report!
Thanks! Yeah Totem can feel quite daunting and open-ended at times. The solve method of that area is mainly focused around search heuristics (particularly in trying to narrow the search space as much as possible by identifying and placing highly-constrained or highly-constraining pieces first) rather than a step-by-step logical method, which is definitely not everyone's cup of tea. Glad you enjoyed your time regardless!
Hmm this one might come down to perspective. If you think of the input and output rays and how the input is transformed to the output, then the two terms make sense as-is. But then if you think about the ray itself turning then they are mixed up. I might have to rethink the wording to disambiguate it completely, thanks for letting me know!
The main menu itself is actually just a regular level, and the logo is made up of many smaller individually-made tiles. I wanted a main menu that didn't look like a PuzzleScript game, so I'm happy to hear the sega genesis/mega drive comparison!
As for the in-game menu, it's pretty much just a whole bunch of individual tiles that are populated on the screen, and some semi-transparent tiles everywhere to give it that 'darkened' effect. The player movement is disabled, and is instead transferred to the menu dots until the action key is pressed again.
Both are pretty hacky solutions, but gives the cool illusion of actual menus!
Sorry to hear this happened, the engine's implementation of level transitions and win states has a bug, and can sometimes 'wrong warp' you to the incorrect level. Not sure what exactly causes this, but I have a fix on the way that should at least intercept when this happens so that it doesn't take you to the outro.
This game uses PuzzleScript Plus which includes the feature of 'goto' commands. This allows you to define levels with a name, and the ability to add 'goto [level_name]' on the right side of a rule. In my case, the game just has a rule for every valid combination of 5 sigils, and a goto command to send you to the relevant level.
(rot13, Totem and Glyph spoilers)
Lrnu! Gbgrz jnf qrsvavgryl vafcverq ol Purff (naq Hygvzn Purff sbe gur ynfg gjb cvrprf), naq Tylcu pnzr sebz gur vqrn bs gheavat Frg vagb n oybpx-chfuvat chmmyre. Tylcu-33 va cnegvphyne vf n ubzntr gb gur "svaq bar Frg bhg bs gurfr 12 pneqf" tnzrcynl bs gur pneq tnzr!
Legitimately the most fun I've had with an enigmatic/hunt-style puzzle in a long time! Really loved that every part of it felt approachable, whilst also staying cohesive in theme. Just awesome work all around.
Also I'm delighted to hear that Ultraviolet Puzzle Challenge was an inspiration for this, it's a style that I'm really fond of so it's exciting to be on the receiving end of it for a change!
Here you go:
https://www.puzzlescript.net/editor.html?hack=d7de4f0808d336a62f0eb431622538fb
Feel free to send over any levels that you create, I'd be delighted to see what others are able to create with this :)
I adored this game when I was younger, playing free Flash games on Newgrounds in my spare time. I was (and still am) completely enamoured by the atmosphere and fragments of story. I love the aesthetic of monolithic architecture dwarfing the size of the player, and of stories that leave just enough to the imagination to continue to spark wonder even after completion. Even though it's quite a short experience, I think it manages to get across everything it needs to and nothing more.
More than a decade later, it still lives on in my mind; It seems that I never truly left Looming.
Thank you for creating this :)



