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it's really really good but the pathfinding is a bit weird sometimes making it hard to plan around

(+8)

The pathfinding itself should work about as expected, but there's a twist to it that the game might not tutorialize well:
- At first, Covemonty will ignore blocks and water and such
- If this fails, Covemonty will try again but this time avoid all obstacles (the anxious face)

(+3)

I think the intro level for that shouldnt be mixed with the first level to have heavy/light box interaction. ended up confusing me on both

(+1)

That's a great point; I think I'll adjust that.

I probably would have never solved the game if I didn't read this.

I was mostly confused by the first level making it seem like Covemounty's algorithm was 'follow left-handed walls'. It was unclear to me until considerably later that there's actually one consistent algorithm,

(+3)

I also noticed there's direction priority, which (I believe) is left>up>down>right.

(+1)

Yeah; not super happy about that but sadly I don't think that can be done anything about since the pathfinding has to do them in some order

any reason why he sometimes plans to take a detour thru the water (as in the shortest path avoids the water but is not the path he takes)  I found this to happen if you  block off the bottom and right side waters from the inside (and putting walls on the corners) in the level where the character, flag, and a button are all in separate corners . For some reason the character would detour thru the right side waters, taking a longer path than they needed to.

(+1)

The way the pathfinding works is that the game has a list of tiles to check ordered by how long the walk to them is and how close they are to the goal, then checks the 4 tiles around each of those tiles, and if they're not inside walls or such they're added to the list as well. There's a priority order in which direction around a tile is checked first, and on a map as small as this, multiple tiles are probably likely to get the same "distance from goal + distance to walk here" score. These factors can create situations where the game can favour a path that to human eye looks unoptimal.