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puleo

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A member registered Nov 28, 2024 · View creator page →

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I really enjoyed this game -- it has a very amusing premise and the puzzles are quite fun (although I can't quite figure out how to beat level 8).

I am also realizing now that I play it and notice its early submission time that I  may have subconsciously taken some mechanical inspiration from this game for a part of mine. I'll add a note to that effect on its landing page; I hope that you do not mind!

there is... definitely a reason why I felt that "with apologies to David W. Skinner" was necessary

I played through the first few levels of this and enjoyed it, although once the rules started getting more complex (which for me was somewhere around level 5 iirc) I found myself wishing a bit that it would save progress between sessions so that I could peck away at a puzzle for a bit and then come back to it later without having to keep a tab open for it.

it's also interesting to me that clearly not all the rules are self-inverse in the sense that clicking the same square twice will cancel itself out.  you seem confident that the game cannot get itself into a state where an actual reset is required, so I take that to mean that each move *can* be reversed by some other sequence of moves, but I find myself wondering how you guarantee that.

(also, there's a part of me that wants both the all-white and the all-black states to be win states, given that you're always starting with a non-monochromatic state anyway, but perhaps for some rules it's much easier to get to one than it is to the other, especially given the asymmetry mentioned above.)

I doubt that I will  complete this, but it's definitely an interesting and thought-provoking game to play around with!

hmm, right you are! I could have sworn I'd attempted doing that but clearly I had not

just wanted to say that I'm glad this is a non-rated jam -- I think the pressure to "win" the jam or the fear of getting low ratings would probably detract from the fun of making puzzles and sharing ideas for their own sake

I feel as though I am missing something obvious on the division level (which I just noticed has a cute key shape, so kudos on theming there). I see the tooltip that says the order of the expression matters, but the layout seems to clearly force 9/45 which is obviously not helpful towards the goal.

this was a neat little experience. the levels with the hybrid mouse/keyboard interface were interesting, and that feels like a mechanic that could definitely lead to some more difficult puzzles if explored further.

seems to me like it's currently working fine, although I've sometimes observed instability in the Godot web export on iOS devices in the past for other games

I played through a few levels of this and enjoyed them -- it reminded me a bit of Recursed

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I am only as far as the first few basement levels so far, but I am really admiring how clever this is. it feels like it really gets a lot of mileage out of quite small levels with just a handful (if you will) of interactions

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Fun Fact: The original kernel of inspiration for this game was actually the robots that did cleanup work at Three Mile Island. If I'd gone further in that direction then probably the game that resulted would have been a lot less cynical than this ended up being. But pretty quickly I wanted the player character to be transparent so that the arrow buttons would be visible behind them, which meant I decided they should be a ghost, and the rest of the game kind of fell out of that.

I would also argue that this game is on-theme if you stretch a bit, not that it particularly matters considering that the theme is optional anyway. But I'd argue that the circuit board the player character is trapped in constitutes a "locked room" and, maybe more abstractly, the room that the robot is in is also "locked" from one level to the next.

it may interest you to know that there is now a WIP cart available for an expanded version of this game: https://www.lexaloffle.com/bbs/?tid=157612

right now the WIP is still very much in its infancy, but it's at least feature-comparable to the jam version of the game, and I think it looks and controls much nicer

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thanks, I'm glad you enjoyed it! Interestingly, you're not the only person to have had that exact question about the ? symbol. (also, I feel that I should give credit to 14 Minesweeper Variants for the ? symbol idea, since I think it was the first place I saw it.)

thank you, I'm glad you enjoyed it!

yeah, the use of ( and < to form the mouth is quite clever

this is a fun little game -- the car graphic is surprisingly charming

Hey, thanks for playing the game! I chose the initial position of the game so that the first player was guaranteed to have a winning strategy, but also the computer player does have perfect play if the player hands it a winning position. The colors of the squares are significant to the winning strategy: for example, you might try convincing yourself that any position where all knights are on blue squares is a position that loses for the player to move.

(In slightly more mathematical terms, if you think of the moves that push a knight off-board as not actually being available, then this is a normal-play impartial game, so it's Nim in disguise.)

That was my experience as well when I was trying to figure this out on paper before I built the webgame! Under optional-burn rules the different ranks can't really interfere with each other in any meaningful way so you can analyze them pretty much independent of each other. But with the mandatory burn rule, suddenly burning a Jack can mean that, e.g., the Ace next to it no longer has a neighbor available to burn.

At some point I might write up my analysis of the game in a dev log, but for now I'll say that I do think there's still a nice theoretical solution for working out which positions are winning positions. (Writing the whole thing up now and posting it feels a bit like it'd just be spoiling the game right out of the gate for anyone who wants to grapple with it for a while.)

Thanks, I'm glad you enjoyed it!

thanks, I'm glad you enjoyed it!

thanks, I'm glad you enjoyed it!