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The Kye homepage has a screenshot of that level with three timer blocks in the bouncer area. I tried adding those to the level in the puzzlescript editor and it seemed to fix the issue above, though I'm now trying to puzzle out the rest of the solution, so perhaps I've only kicked the can down the road :)

edit: oops scrub that, I have now completed this monster of a level (phew) but it's the same issue as the first time round, where if you wait the bouncers will eventually just produce the solution without any player intervention. In this configuration, the collision between the vertical bouncer and the two horizontal ones seems to cause the lower horizontal one to desync from the upper one.

I don't understand , so are you able to beat the level in this version of the game without any modification to the level?


Regarding the behavior differences, it looks like it's impossible to make it work identically without adding a lot of lag to the game. I will likely tweak the level so that it works in this game.

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I could probably explain it better — having now solved the level in the puzzlescript editor in what I hope is the intended way I think I'm right in stating that the right-hand side of the level is supposed to 'lock' the passage between left and right until you the disrupt the rightmost bouncers and cause the round to change the cycle of the vertical bouncer.

1) In your original version of the level, it would have been inconsistently solvable. Something was creating a situation where the right-hand area could unlock itself without player intervention, which meant if the player did nothing at all and waited, they could ignore the round being kept in place by the two bouncers, and just proceed with solving the left-hand side of the level. However, if you did try to solve the right-hand side in the intended way, sometimes the unlocking mechanism would go wrong and make the level unsolvable.

2) In your revised version of the level, the level became unsolvable. While the bouncers did what they were supposed to initially and remained indefinitely in a simple loop, when the player disrupted that loop the mechanism would no longer unlock, as the vertical bouncer was ultimately unable to dispose of or get past the two horizontal bouncers:

https://gfycat.com/blackunselfishamericanshorthair

3) I noticed that the original Kye version of the level appeared to have three timer blocks in the right hand section and so added those to the level in case they were there to fix some sort of collision issue. The change did allow me to solve the level by following the intended strategy, but it ended up recreating the issue in part 1, where the mechanism will always unlock itself if you do nothing (sped up footage below):

https://gfycat.com/ecstaticcheapflatfish

It may also be the case that there are situations in the layout above where the intended solution causes the unlocking procedure to go wrong and makes the level unsolvable.

Hope that's helpful :)

Cool I get it now.  I didn't modify the level so far, only the game's logic. It looks like I'll have to tweak the level a little to keep the idea but make it work in this version of Kye.


I think Robert Phipps probably modified the level to include the timers to make it easier for him while solving it, because those timers aren't in the version released by Colin Phipps.