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.
Hempuli
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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???"
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.
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.
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.