I SOLVED IT! Wow, that's such a unique puzzle; you really thought this through! It took me a bit to figure out the mechanics, but after a good amount of scheming, I actually found a reliable way to solve them, every time! I'm not sure if the strategy is foolproof, but it's worked three times in a row so far, and that's good enough for me. I'm curious, though; how did you calculate the number of moves a player would need to make in order to complete the puzzle? Even more curiously, how did you handle the level generation?
QCortex07
Creator of
Recent community posts
Not usually a fan of roguelikes, but I really like this one for its simplicity. While a lot of games try to be flashy, this one really respects your time and attention. Lets me slow down and think through my actions. If I mess up and have to redo a run, it's my fault for not thinking it through. Your visual style is super crisp, cohesive, and economical. And props to all your music and sound people; the chill atmosphere is really the cherry on top!
The visual design of this game is super well done! The only two complaints I have are with the level generation and the player movement. It took a long time for the player to stop walking once I released the keys, and in some cases, getting around obstacles was more challenging than avoiding being seen. Other than that, good job!
Guys this is phenomenal! I did find some of the mechanics to be a bit punishing, like my rank going straight to E whenever I get hit, and not getting any i-frames after hit stun, but it was still super fun and I loved every second of it! I never made it above C-rank, but I thought I could hear some adaptive layering going on in the background, so props to your sound guy! The animations were great, too; I thought it was really funny the way I could just throw it back to dodge.
Being forgiving of player risk-taking is actually a really good game design philosophy, now that I think about it. Probably should have done that for my game...
It would have been nice to have some coyote time when jumping off the ledge; there were a lot of times when I hit jump too late and ended up dashing instead.
On my last run, the Barrow was on 1 HP for a solid two minutes (I had just managed to upgrade the turrets beyond level 1) and it was super hectic. Lots of fun!
Great work on the music! For a moment I thought that the music was getting faster as the round went on, but I guess that was just me panicking. The voice acting and sound effects were great, too! (SFXR, my beloved...)
Wow, I'm really sorry about the power outage. That's awful. I hope it came back on soon after.
I think I saw what you were going for, though. I noticed that I was able to open the plan in the middle of execution. Not sure if this is a bug, but if it's a feature, I think that maybe part of the game was going to involve stopping the code while it was executing and changing around the parameters. Just a guess, but cool if correct!
I love the little audio detail you put into the grass! I really need to start adding sound to my games...
I considered doing something like this, but I passed it up for something more complicated because I didn't think it would make for very interesting gameplay. Sure enough, you have 100% proven me wrong; thinking in looped space is actually really tricky!
Great puzzle! It took me a bit to figure out the game mechanic happening at the bottom, but when I pieced it together it blew me away! I literally said "oh my god, it's Tetris" out loud (it wasn't Tetris).
I will now proceed to lose 3 hours of sleep tonight thinking about what where the secret circumcircular octahedron was hidden...
Nice! I really like these kinds of games! The one thing I felt was missing was an indicator of where each instrument would start, since I like to be able to plan out my route early on, instead of making a guess and hoping for the best. Still very satisfying, though! The reverbed "NO" whenever I tried to go back too far made me laugh.
Really neat concept! However, as neat a puzzle it is, the fact that you have to backtrack really bogs it down. In fact, most games run in circles trying to figure out how to minimize backtracking. I spent most of the play time just struggling to jump on a box while lagging, waiting for the door open/close cutscene to finish, and forgetting which door takes me back to the previous room. The game looks wonderful, and I could definitely see myself playing a full version of this, but there are a lot quality of life improvements that would have to be made.
Ah, yeah. Sorry about that. That's something I was concerned about when making this game. I didn't know if my own ability to type would skew my sense of difficulty. But yes, your impression is entirely correct. At it's most basic, it is a timing and typing speed challenge.
If you're stuck because of this, here's a few tips:
- Type "#" to comment out a segment of code; this allows you to pre-write a command, and then delete the comment marker and save.
- Hold CTRL when using Backspace or the Arrow keys; if you use Google Docs or Microsoft Word enough, you know how this works.
- If worst comes to worst, you can type "north east", "south west", etc. to move diagonally.
- If you softlock yourself somehow, CTRL+R resets the level.













