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JustImagineIt

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A member registered Dec 20, 2018 · View creator page →

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Spoilers... uh oh this is a concerning image

haha the comments section looks like the comments section

hey so I'd much rather have a slowdown button over a boost button   is there anything like that

...there's another wilmot game? Wow!

the "something else" was a PUT command, but now I realize the issue was with the order of drawing, which is really finnicky for some reason. Generally you can only draw a sigil from one starting point and going in one direction from choices. Is there a puzzling reason to this input sensitivity I haven't understood yet? I hope there is, because there's a lot of "partial sigils" where I draw a picture that's intended as a hint because it looks right, but I don't get the hint unless I draw even that sigil in the right order.

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It's possible to input a put and then narrowly avoid highlighting the put itself, but it's really hard to perform with a mouse. I just end up highlighting the put again 98 percent of the time. Is this a thing I'm supposed to do? Is there an alternate input scheme that makes more sense?

Honestly, I'd like a setting where I can turn on an input scheme where I don't have to click and drag the mouse between circles, instead I could just click each circle once in order, and click anywhere that isn't a circle to submit.

edit: oh my word I reset my save on accident and I'm getting so much extra dialogue that would have just gone "that doesn't work" previously so I dunno
edit 2: it's randomly generated ok
edit 3: positions 1 and 11 are generated identically but position 0 is not

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One thing I want to check: In order to cast fire, is it intentional that you have to do something else first? That something else will be left ambiguous if you don't mind

EDIT: I found what I was doing wrong.

out of curiosity, have you tried options - reset save

cmonnnn where's the machine-that-fixes-reality-when-you-input-eight-batteries-inator I know you guys have one of those somewhere around hereeee

intriguing puzzle design. Non-symmetric puzzle design always fascinates me, will be recommending to others

oh and there's a 9 move solution for 2-14 you should try it

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not a bad game on its own. I do think there really should be undo and a keybind to restart but the levels are small enough to not be too much of a problem. There is a bug with lasers in level 1-21: if the orange cube moves out of the way of a laser but not the blue cube, the blue cube will survive.

edit: 100% the current campaign, some shortest path values are off by one unit from what I managed to get, which is ok, with one exception. level 2-13 can be done in six moves instead of twelve. 

it's also a little weird being booted to the next level after solving this level when I only care about this level, though it is a nice effect and maybe you should have a menu popup asking if you want to restart or proceed

so the blue orb and the star are supposed to be connected but I'm about to beat the game without the blue orb. okay sure game

Ohhh, because each gate gets removed as you travel through it, you can never travel through the same gate twice. Thanks!

I still think that gates automatically going to the player of the same color is weird. Could a player end up with too many neutral gates and not be able to pick up those gates? Is it impossible to pick up a gate of the opposite color?

The third point isn't really a question at all, it's a hypothetical, and I doubt the first question is specifically addressed. That leaves the second question, which I could have missed, but that leaves me with another question: if it's so obvious, why didn't you just explain yourself?

I don't know if I'll ever be able to find someone to play this with me, but I can still think about this.

1. Is a player able to reclaim gates they have placed down? Seems like a fascinating imbalance if so.

2. The facing disambiguation is interesting, but is there a way to prevent infinite loops? Literally speaking, the rules don't stop a token from moving back and forth between two cells forever, which is silly, so are tokens prevented from revisiting cells?

3. The "no single portalling" system is a bit weird on its own. Maybe it could be justified as going through a door on its own sends you into the next room too fast? Another things that could be tested is making the placement legal but actually traversing that door impossible. Dunno how well that would work, my mind is reeling.

Yooooo does this really work does it really work??? Oh my word I hate this level and I need this 

Yes, I'm subscribed AND in the discord.

Not to be rude,  but did you test your game before release? Level 8 is impossible because the player eats up your vortex when stepping on it, and the heart can get away from the player if you idle. 

A+ game this ice is a trainwreck

Thanks for playing my game! I hope the rest is up to par!

I was mildly hoping for a level that I had to use a teleporter twice to beat. But now I think if it, is such a level even possible? The teleporter only goes to positions the penguin can get to, after all...

I can't seem to change this particular keybind in the menu? When I click, the "waiting for input" menu comes up but nothing happens when I press a button.

Thank you! I think this was one of the inspirations for bicolor sokoban. I couldn't do nearly as much with this particular ruleset, so it's nice to know something cool came out of it

I can't get past that one pullslide puzzle with all the boxes stuck against the wall aaaa

No, you've seen basically all the mechanics (besides weird unintuitive disconnected rigidbodies) You can't specifically move the red box when in the corridor yourself, but you can move something.

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Flow Free but it's cursed? This is going straight to Icely!
I love how even the level select is ultimately a flow puzzle too. It's really cool.

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It's actually quite nasty how stacking cubes works, the most efficient way is to alternate white and colored cubes. Someone add this to normal portal mechanics please!

On another note, is there a hack link to view the game code with?

I can agree that that level is hilarious.

You're cute that you think you discovered pullable blocks. So many laboratories rediscovering the same-ooo, these are multipull blocks!

Yooo this is genius! And the teleporter malfunction is a great way to introduce the concept

I would recommend using a branch of puzzlescript which adds a level selection for ease of use and possibly skipping past levels.

Then where did the frogs come from?


https://youtu.be/Z24NKn6rQRY?si=54kIUv9E-n2kXT-o

I believe that this emag may be inspired bya youtuber named todepond, maybe looking up their channel would help. Or maybe it wouldn't, I  don't know,  time travel is messy.

I can't wait to see Icely FREAK

Push the boxes, silly.