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Āง།ÿÿÿÿÿÿÿÿÿÿÿÿÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿăஂÿÿÿÿÿÿÿÿÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿĄநÿÿÿÿÿÿÿÿÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ୿ஃÿÿÿÿÿÿÿÿÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ୿஁ÿÿÿÿÿÿÿÿÿĀĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿĄऩĄटटடटटடटटடटईĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿĀĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿൿൿൿൿൿඟඟඟඟඟඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿൿൿൿൿÿÿÿÿÿඟඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿඟඟÿÿĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿĀĀĀĀĀĀĀĀĀĀĀĀĀĀĀÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

Bug maker

Undo on the flag machine to make bug (you can even make a star in the things)

and many flag image that never used in the game, is this some secret thing that for later update?

its fun, trust me

EDIT: i just want to make a things that make you climb the flag, and then its turned to the bug test room

This is either a bug or an easter egg

What is happeninggggg~~~~~

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I figured it out!

Sort of spoilers below?

This is my best guess (please confirm @epicpikaguy)








The game is trying to make a flag with greater than 9 steps. Since the game won't let you have more than 9 steps, it freaks out and gives you a negative number corresponding to the positive number. (which is why if you continue far enough, the step counter will be -65525, *blank*, 9, 8, and so on.) Next, the game tries to make an image on the flag for the number. Since it can't find a dot image, it searches in the game image database and finds another image, which it places on the flag. I still have no idea why the game is trying to make a higher than 9 step flag. (For confirmation help, the "wormhole" flag gives 24 steps.)

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I want to see that explanation, but I also want to know if it's possible to manipulate specific flags to spawn. I have photo documentation of at least two dozen glitch flags, but don't know if I can get them "back".

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Actually, I think the mechanism at the beginning is causing flags to move without adding to the undo stack. Then when undoing the values for other objects become flags, and you get a bunch of garbage data.

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Your synopsis seems to be more or less correct, from what I can gather. Here's a relevant comment in the game's code (encoded in rot13): "[n fgrc pbhagre inyhr gung vf] terngre guna 10 zrnaf vg ercerfragf (inyhr-0kssss-1) fgrcf (juvpu raqf hc orvat artngvir.)"

(The game's codebase is so large that I keep having to re-remember how certain parts work, which is why comments like these come in handy.)

As for the images on the flags (I'm simplifying here but it's basically correct): the game stores image indices in a giant list, and the flag "pip" images are stored together. E.G. there's an image for one dot, followed by an image of two dots, and so on. Normal flags don't have values greater than 9, but when glitch flags do, they try to access e.g. the 20th dot image, which ends up being a different image entirely since the indices are stored next to each other.

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update: magical mystical flags exist and I even touched one of them!


a cat flag

a cursor flag
Oh wait, this is the milk bottle! How'd this come to pass?
84 steps allowed
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This is a bug; Thanks for bringing this to my attention!

Fun fact: the game has a "static analyzer" that marks objects which are guaranteed to not move or change, which lets the game make undo states use less memory. I do wonder if that was a good decision, though, since it often caused bugs (like this one) and doesn't save a whole lot of memory overall.

I do think this is funny, and I found many similar bugs over the course of development. Part of me wants to keep this behavior when "enable old bugs" is turned on, but:

  • This causes some potentially dangerous behavior with reading/writing out of bounds (My development builds of the game check for Out Of Bounds reading on many arrays, and this bug causes OOB reads, which are concerning.)
  • I could change the code so this bug behaves in a safe way, but I'm thinking that might be a lot of work.
  • I could add in those "weird flags" in a safer way in the future. Possibly.

I'll upload a patch that fixes this (and improves/fixes some other things as well) some time in the near future.

"I could add in those "weird flags" in a safer way in the future. Possibly."

Will you make new puzzle or just add them in level editor?

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Probably the editor, if I decide to add them at all. I'm still not sure about it.

will you make more puzzle or a part 3? i want play more (idk if you still have idea or not)

From the previous announcement, Part 2 is the conclusion.

If you do make a part 3 you can use them as a surprise mechanic (like the pink 0-flag here or the ability to push flags in part 1)

NOOO IT DOESNT WORK!!!

also how is oob reads dangerus. worst thing i can think of is it crashing the game (no clue how that would work on javascript though)

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bug: the old bugs thing doesnt add this back





pls fix!

i want to play with it

Hm... I honestly don't know if it would be worth it to go back into the codebase and spend time making all the changes needed to selectively re-enable old behavior. I'd recommend ownloading the game files and corrupting them if you want glitchy behavior.

you cant download the game files?

You can if you know how to use your browser’s developer tools. IIRC, the relevant files are “index.html”, “index.js”, “index.wasm”, and “index.data”