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Yeah, it's annoying when you know how to solve a level and make that one mistake while executing your plan... Not sure how undo would work in this game though, since the levels evolve without player input unlike PuzzleScript games, e.g. a bouncer could move a block you just pushed. The only solution that comes to mind would be a quick save system, maybe with just a single slot. An exercise for the reader, as the game is open-source. ;)

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A friend and I are making a version for Playdate handheld (from scratch, based on the information in The Book of Kye) and we have added rewind function (using the Playdate’s Crank, naturally). It’s a game changer! :)

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You can now try our version on Playdate (or using Playdate SDK Simulator) it is at https://mouflon-cloud.itch.io/kye & thoughts appreciated! It was launched in today’s Playdate Community Direct video stream.

Now I tried it, and the undo functionality is quite nice indeed! It certainly makes the experience a lot smoother by removing the pain caused by mechanical mistakes.

I noticed that the simulation doesn't really follow the rules though, even a simple level like Counters from the default set breaks. My C64 version is actually pretty solid (even when it comes to tricky combinations of stickers), so you can use it as a reference. Processing order matters a lot! The Kye 1.0 port written in Python also seems to be quite faithful to the original in its behaviour, so just replicating that logic should get you pretty far. The others with source (e.g. the Unity one) are not to be trusted.

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That’s good to know! We have been using the web player of a Unity port (didn’t know the source was available!). We’ll look to make some changes. Thanks for the feedback.