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(1 edit)

A topdown view would be way easier to read IMO 🙂.

Spinors is def the main offender, but I realised my frustration on Samsara.

The commands don't get reset when switching levels btw., so starting a lvl, then switching to a different one will keep the commands (even beyond the lvls max, so it could be used to cheese lvls).

BTW. just got a panic when quickly switching levels.

panicked at game/src/player.rs:336:22:
Attempting to create an EntityCommands for entity Entity { index: 423, generation: 7 }, which doesn't exist.

Thanks for the bug reports! Unfortunately I discovered both of those problems after the submission deadline. 


The later levels definitely feel qualitatively different from the earlier levels because they were all made on the last day after I was happy with the QoL features in the UI. I think I made the multiple player character levels just a few hours before the the deadline. As a result they didn't get any real play testing and so don't feel as refined / intentional in trying to teach you something as the earlier puzzles.

I've also realized that the "turning" blocks are very very hard to intuitively reason about their behavior and they should be used a lot more sparingly and require a lot more training puzzles to teach you tricks about how they work, especially with how they interact with walls. Because if you can't intuitively reason about them like you can with Ice then you resort to brute forcing like you mentioned.

I think I few things could help with the apparently complexity of the turning blocks, a step debugger, and a "ghost" projection that plays out once cycle ahead would help a lot I think, but in general they need to get tuned down.

It's also hard to visually distinguish between the clockwise and anti-clockwise rotating blocks, I think their color schemes should be inverted so it's easier to tell at a glance which is which.