Nice! Thank you so much for all your feedback! I will be sure to forward your compliment for the sprites to the artist :)
Enjoy a free copy of Ludwig for all your hard work!
https://phischermen.itch.io/ludwig/download/SIhMf_PCrIXpU24zI9lp0mJzTIdtqdH6jyxT...
Phischermen
Creator of
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Congratulations! To get the star on level 35, be sure you only take one turn as Cerberus (you can chain multiple jumps in a row to travel further in one turn). If the star is dark, that means it can no longer be collected, but if it's transparent, that means you got it!
Let me know if it still gives you trouble! I never thought anyone would go for all the stars, and by this point, I forgot what I hid behind the door lol so you'll have to get a picture and send it to me :)
Thank you so much for playing! I'm so happy to hear you played levels from the end of the game, because those were some of my favorite puzzles to make!
If I were to tackle this project now, I think I'd need to create some kind of automated puzzle solver so that whenever I fix bugs or add features, I ensure all the levels I've made still work with some set of solutions.
The game does not display the requirements to unlock the medals unfortunately, but under the hood I set a "gold" number of moves/seconds, and the thresholds for all other medals are derived based on a scalar applied to the gold values.
The purple switches are sticky, so they actually are meant to temporarily stay stuck! I designed them for the puzzles with Cerberus, since he can jump and hit multiple buttons in a single turn - the idea being every button you land on stays stuck for a few turns so that you can pass through the gate they unlock. I never settled on some sort of design language that displays the "wiring" of the buttons, so that it's clear what they do when pressed, or what the conditions are for gates.
Thanks for your feedback, and for taking the time to play!
Unfortunately, there's something not quite satisfying about the puzzles being generated in my opinion. When the mechanics for pushing are intuitive, I don't run into any problems getting the boxes to go where I want them to go. The randomly generated mechanic system is a very intriguing premise, but in practice, I found it to just be frustrating.
I understand that the algorithm works by having the player move 150 steps and putting goals where there are squares? That's pretty clever! But when the generated rules are unintuitive, it's frustrating to not have a simple sandbox level to get to grips with the rules. I'm curious how the game would feel if it generated a "1 move puzzle" followed by a "2 move puzzle" - essentially trying to teach the randomly generated mechanics through small puzzles before ramping up to "150 move puzzle"?
The music, sound, and presentation are impecacable! It looks and sounds really pretty!
I think I froze the game! I was playing online, and I hit the tab button, curious if my prompt would be completed automatically. I wanted to talk to the frog knight, so I had entered "talk fro" and then hit tab. It seems the game also freezes after I die and I click the quit button.
But otherwise, I love this so much! The addition of the computer ambiance was really immersive!
Wonderful game! I did get a little confused about the use of the string. I did not figure out immediately that it could be aimed upwards, and so I ended up wandering in a loop, looking for other exits. The game is very polished; I appreciate the amount of effort that was put into the animations for all the characters.
I happened to play your game again this morning, and I'm dismayed that it's been nearly three years since you made this game for me and I have not properly thanked you for making it!
I'm really impressed by the animations of the cards, and the giant book too! I love how the animals blink; they sometimes blink once or they blink twice in quick succession and that's a really nice detail!
I deeply appreciate all the effort you put into the project, and I wish that all your creative and professional endeavors succeed!
Thanks for the feedback! I'm happy to hear you made good use of the double jump; I definitely intended for people to use it to give themself more time to change their bet.
As for your suggestion: I actually want to add an "investor" mode where you have to trade stock using that line! Hopfully that will spice up the gameplay a little more!
Thanks for playing! I can verify that the line is technically working; it even has a small forgiveness value! I'm also certain you understand the instructions right; the feedback for making a wrong bet just simply doesn't exist! The forgivness value was probably much too small. Also, the instructions imply that the game checks height at the feet, when really it checks it a little bit higher than that.




















