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Hempuli

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A member registered Feb 08, 2015 · View creator page →

Creator of

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This is actually a bug; I've been meaning to get to properly debugging it but there's been a lot of stuff on my mind. I'll try to get the logic working as intended in a future patch; apologies for the issue.

Thank you! :D

Nice, glad to hear that! :)

This sounds like an issue where the game fails to read the level files. Make sure that the ZIP file is extracted to a folder without restrictions about file reading and that all the files in the ZIP make it into the destination folder (for testing purposes, extracting the files e.g. into a folder on the desktop should work)

Haha, thank you (and apologies?) Dream games can be fun, especially in hindsight if you write the details down because it all feels natural while dreaming and then later on the mystery dream logic becomes apparent. Had a dream about a La-Mulana-esque puzzle some days ago and after waking up I thought like "Oh, that was such a neat puzzle... but wait, now that I think about it, the logic doesn't make sense???"

102% should be correct, IIRC - I intentionally made the game count one coin as "surplus" that takes your completion percentage above 100.

Yeah, that's a good idea!

Thanks! I could scan the board, yeah; it's indeed hand-drawn. The yellow cells are just decorative, only the player starting cells and the "midway goal" green cell are meaningfully different from other cells.

The rules led to *very* stalemate-y games in a way I didn't realize, and I took it off Itch until I figure out a suitable rules adjustment. I'll put it back in once that happens :)

Oh right, good point! The idea is that you must place one gate per turn. I'll adjust the wording

Hmm, thanks! I think I'll need to investigate these reports you've done to get the game working more consistently

The collections on Itch can only fit up to 20 games, the rest require you to look at the collection itself to appear.

Congrats!

Oh yeah, I totally forgot to actually answer the question, whoops! As RedPipe implied, this was made using Clickteam Fusion 2.5 and its HTML5 export addon. It's a janky engine but more powerful than one would expect at first glance.

(1 edit)

Thank you :)

It has seemed fairly easy to me overall; the important thing to note is that you have only 4 of each letter, so once you notice that a letter is involved in the word, preserving the copies of that letter left becomes very crucial. Also since you can't reuse a letter that's known not to be in the word, it can be important to try to "throw away" letters likely not to be useful in cases where that allows you access to more useful letters/cards. It's quite messy.

Haha wow, that's not intended but I like that there's a trick like that :D

Yup, I'll need to adjust them if I want to make them logical

Ah, thanks!

Ah, glad to hear that

If you click on the "Tiny block-pushers" subtitle on my Itch.io page you can find it; the collections can only show 20 games at maximum and the rest are hidden in the collection-specific view.

There's a silly quirk in how I implemented the game that causes the V thing but it's so minor that I don't think I'll fix it

Control + Q skips levels in nearly all of these to help with the lack of saving!

You can press Control + Q to skip levels to get where you were :)

Thanks! There's no level selection but you can press Control + Q to skip levels (in almost every Covemountlike) to make up for the lack of saving.

Oh whoops, seems like the turn limit fell off. Thanks!

That's a good suggestion; I think I considered during development but was scared of the possibility of it being accidentally used to lose progress; maybe making it a button combination would help.

Mayban's inspiration already came from superposition even if the mechanic ended up being more "traditional"

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.

Thanks for these specific cases! I'll need to do further investigating to see what exactly is going wrong here

Thank you very much for the compliment & for playing! :)
- The A and B connections are done sequentially in cases where the A connection doesn't lead further down; so Start -> Move -> End would do the same as Start A-> Move, B-> End; it's effectively just an option for preference (and a way to make the conditional blocks and nonconditional blocks be more similar).
- "Do nothing" is similarly not a necessary thing but way to e.g. stagger actions or organize your code if you so prefer.

Oh! Interesting. There might be a way to prevent the mousewheel functionality since I already found a way to prevent arrow keys scrolling the page but I'll need to investigate

Pressing F3 toggles the level editor, causing this; press F3 again and restart the level to fix the issue.

If there are control schemes you would've preferred or found more intuitive, I'd be interested in hearing them to learn & potentially adjust the ones in the game atm :)

I had mousewheel implemented, but had to disable it because it also scrolled the webpage; I can add the middle-click though!

Yeah, F3 toggles the level editor; press it again to fix the problem

Oh wait, the level should have a limited moves counter. Whoops! Thank you

Oh huh! Sure, thanks for bringing this up!

This issue should be fixed now. Apologies for the trouble

This issue should be gone now (or at least not prevent playing the game).