I'm often skeptical of escape rooms in text, because there's only so far clicking links will get you, but you've done an excellent job with combinations and fill-in-the-blank clues. And most of all, the writing: the art as well, but the writing really evokes "Victorian-era detective". Glad I played this!
Tahnan
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If someone said "2048, but make it weirder", this...is still not anything I would have come up with.
It's really compelling: hard to resist the "just one more chance". I wish the physics were a little, I don't know, rounder? That things pushed other things a little harder, to close those little gaps. I also spent a lot of time yelling "C'mon, ref, how are those not touching!?" As seen in [screenshot I can't seem to post].
But overall, as I said, engaging.
The two things (that I've reached) that aren't quite being self-explanatory are:
- Food. At one point I was accumulating tons of it, for no clear reason. Now I have none, to no clear effect. What is it for? What does it mean to run out?
- Cards. I just unlocked cards, I bought a set of cards, and...now what? Can I do anything with them? Do they have any effect?
I was just coming down to report on that crossed-out thing as a QoL issue! It also struck me that once you've started building a unique building, you can't see its progress. It'd be nice if the build queue could be expanded to show you more information (that; what the things in the queue are; how long they'll take...especially since you can reorder them, as I just learned, it'd be nice to know what effect that would have).
It's interesting, but on the level with two rabbits and two cages against the right wall, I found myself running into movement order issues. I couldn't quite predict which rabbit would move into a space I'd moved out of; and I found when I tried to move up to left towards a rabbit, it failed because the rabbit moving towards me took priority.
I think there's a system there, but the clashes end up feeling unintuitive to me.
I was! Sadly I don't have any good way of recording my screen, but the gist of level 6 is:
- Push the lower crate right; pull it down; pull it away from the wall, go around to the other side of it, and push it south of the middle camera. (Then go ahead and push it north, until it's two spaces south of the camera.)
- Go south of the crate and around the top of the bricks, and put out the leftmost camera from above.
- Go back around the crate and get the northern crate; pull it south three times, pull it east once, then go back around it and push it east until it's on the space below the middle camera.
- Now push the southern crate east, until it's just short of the last camera. Pull it north once, go to its west and push it east once so it's blocking the camera, then go to its south and push it north. Then you can get to the exit.
(There's also a small bug, where if you push the crate so that it's east of the middle camera, it "blocks" that camera, making the square between it and the exit passable even though there's another camera looking at it. But I didn't exploit that. :-) )
It's a pretty cool idea, but I'm having some issues with execution:
- The arrow on the red thing made it look like I needed to jump on top of it, or touch it, or otherwise get near it.
- Once I figured out that "E" was "grab", it kept falling down the pit before I could get close.
- Once I was past that, I grabbed the blue to make the box stop moving; put it back, so it would rise; and grabbed the blue, so it would stop. Then I fell off the box (because I thought there was a floor there) and when I tried to use E to put the blue back into the box, it instead went into the trash-pot.
Some notes:
- The spikes are very hard to see, being dark grey on a dark grey background. (I kept stepping on them. Sometimes more than once.)
- In most games like this, hitting a save point restores your health. Given my tendency to lose health, repeatedly, to spikes, it would have been nice to have some sort of health restoring.
- When I did run out of health, the game just left me lying on the spikes, rather than restoring to the last save point. (I did hit escape, and then clicked "load or quit", and clicked "load", and clicked "yes", and it took me right back to being dead on the spikes.)
There are games that are pretty, but boring, and there are games that are interesting, but dull to look at. I do not know how you managed to make a game that's both adorable and fun!
There's so much going on--it's a genuinely interesting logic puzzle, plus the wood-cut artwork of the map, plus all the different stationery and handwriting. And then all the local culture...especially since I had to revisit several letters as I went, I starting piecing together more and more about people's relationships. (Poor Clara! I hope she's not disappointed!)
Really just excellent from start to finish.
Skimming through my browser history:
- https://hmnafterall.itch.io/echochess
- https://hellolorem.itch.io/kings-court-chess
- https://threethan.itch.io/chesscourtquest (This one is a little different because pieces aren't removed, and your goal isn't capturing but moving the king to the flag, but it does have the "become the piece you capture" mechanism)
I'll spare you my code; the pseudocode is something like:
def fill_grid(grid_so_far, known_paths):
while true:
if all grid spaces are filled and there are 19 Xs in the grid, print and quit
if there aren't enough empty spaces left to reach 19 Xs, return
find the northeastmost space that hasn't been filled
make a new grid where that space has an X and every space around it has a .
if <check_for_path> is true:
fill_grid(new_grid_so_far, new_known_paths)
# if we get here, that must have failed at some step, so...
make that space a "." instead
def check_for_path(grid, known_paths):
for every space in the grid:
if it's already in known_paths, we're good;
otherwise, if it's a ".", crawl through the grid and make sure it's either:
connected by other "." to something that *does* have a known path to the edge
(in which case, add it to the set of things with known paths),
or at least is connected to an empty space
return false if some "." was blocked from the edge, otherwise true
and then run fill_grid() with a grid that has dots along the north and east edge, and all of those dots have (of course) a path to the edge.
Usually I'd guess that there's another symmetric solution, but the "north and east edges only" constraint may prevent that.
Sure!
def fill_grid(grid=None, has_path=None):
if grid is None:
grid = get_base_grid()
if has_path is None:
has_path = {c for c in grid if 0 in c}
while True:
Oh wait that's probably not the solution you wanted. So, sure, in the interests of helping people keep advancing through this--because this was far and away the hardest one in there, including the one where I had to screenshot the apples and draw lines over it in MSPaint--the answer is below, with the mines marked with periods and the sudoku marked with X. But everything is ROT13, so you may need to decrypt it first.
........... .K.K.K.K.K. K...K...K.. .K.K.K.K.K. ......K.... K.K.K..K.K.
Hope that helps!
Funny story. (Not really.) It turns out my trackpad settings were keeping me from clicking while a key was pressed. Once I turned that off, things made a lot more sense.
Anyway, that's how I destroyed the entire world and got ending B. Kind of a bummer. Trying to decide if I have the energy to go through it all again...but it's very cool in any case.
I've tried the hold-the-spacebar, left-click-mouse thing, on everything I can think of (the rainbow-beam buildings, the telescope, the thing in the center, the pile of rocks in the lower right corner of the map...) and nothing does everything. It feels like I'm missing something, like there's something I need to do first, or I'm clicking on the wrong things?

