I have defeated.. *checks notes*
DECAF BOLOGNA BAG, WAT?!
I enjoyed this! The puzzles are interesting and the mechanics keep coming thick and fast. My only minor gripe is that I'm not a massive fan of the scrolling screen. I didn't feel like any of the levels were so massive that they wouldn't have fitted on a single screen and, more often than not, it made the puzzles needlessly more fiddly.
My uncle is a fearsome man with a bad attitude who's recently taken to muttering about mounts and coves and bans at family gatherings. My grandfather charged me with figuring out what's going on. So while my uncle was at crossfit, I secured entry to his home and conducted a thorough sweep. Pinned to his fridge, I found a peculiar document that appeared to be tracking incidences of combinations of these words. I must say I now share some of my uncle's concern. The mounts are intensifying and the coves and bans are increasingly outmatched. By my estimates, we may only be weeks from some kind of mountmount calamity.
Does anyone have a hint for Spire-22? I believe I understand all the rules, and if this were a problem involving coins or marbles without a grid, I know the approach I'd take. What I can't figure out is how to map that solution on to this 8x8 grid, to the point that I'm starting to wonder if I'm on the right track.
Spoilers below fold
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I'm assuming I've got to form a star shape? But I can't figure out a rotation that makes five lines. I'm operating under the assumptions:
- I've got to make five straight lines
- A line is 4 pieces in either a horizontal, vertical, diagonal, or knight-move configuration
- A line can't have more than 4 pieces, so a line of 5 isn't two lines of 4
- the gate indicates the number of additional lines require to pass, in this case 5.
Predictably and completely brilliant considering the people involved. I thought the difficulty curve was spot on — not the sort of puzzling death march that requires you to bash your head on a level for days, but stuffed to the rafters with deeply satisfying and hard-won a-ha moments.
I felt C4 had a very Le Slo sorta vibe, so was pleased to see that was indeed a Le Slo level. And I was delighted to see the D7 mechanic finally surface after what-iffing on so many levels that by the time I reached D7 initially I didn't even consider it.
10/10 would slime again.
What finally did me in — and I made it past the video gaming war crime that was the bouncy maze — was the pirate bridge. If this was one pain point, I might have persisted, but it was the accumulation of them.
I've played pretty much everything you've released, and they're often outstanding in terms of design. There are some decisions on this one that I just don't entirely understand.. If there are sections that are going to pile up attempts (eg the surfing, the checkpoint races, the booster slaloms, etc) it's super irritating to have a multi-second flying saucer interlude and then get placed quite far away and, in the car sections, to have my car almost always pointed in the wrong direction as if it's going to drive off screen.
Maybe it's just not for me, but I'll still look forward to the next one :)
This is really scratching that detective itch (the post-it board is a great mechanic) and I'd love to be despatched to various apartments to solve all sorts of mysteries.
My only issue is that I'm not really sure how to advance past the next bit in the absence of some sort of feedback. I feel like I have enough information to place everyone at their events, figure out what happened to the competitors at event one, and make some inferences about two and three. Will the game advance once I've got everything in the right place?
Up to the orange squares, I thought the precision was hard-but-fair. There's a surprising amount of subtlety in the controls and I was eventually able to make my ascent largely repeatable. With that said, I do think you should offer a way to survey the pachinko-style drop that precedes accessing the entrance to chapter 4, otherwise the randomness of your first interaction with it just feels a bit unfair.
Once I got to the orange squares, I just found it impossible to get the timings repeatable. To the point that I'm wondering if the precision required is either outside of my physical abilities or outside the technical limits of puzzlescript on OSX Chrome. I ended up screencapturing that section with my inputs displayed on screen and hit the first tricky part once in 8 or so attempts. Looking at the inputs frame by frame, I can't really see what was different about the time that worked.
All that said, I thought this was v cool and was technically impressive :)
Instant puzzlescript classic! So many things to love — the ingenuity, the twists, the puzzle design, the accumulating mechanics, the fact the crowd gets excited when you produce some iconic sporting moment — but the thing that delighted me the most was that I had to throw puzzlescript target-looking things.
100% would participate in this ancient sport again 🥏𐃆🏌️
To clarify the scope of the puzzle: the pink block has to remain on the left and the blue block on the right, and it can't ever enter the 1-square wide tunnel or you will get trapped. The problem you're really trying to solve is how to move the block down once you've got it above its target.
If you weren't hologram-proof on that level, what would you do solve it?
Is there anyway to achieve the equivalent of the above using what you've got?
This is v cool and I'm looking forward to working my through the whole game. One thing I did find myself yearning for so far though is that Super-Meatboy-style instant restart — the gameplay is very fast-paced and when you're going for a flawless run, you want to get into that flowy state where you die, restart and go again with no delay. Perhaps there's a design decision I'm overlooking, but I feel that the hold-to-restart and the level-start countdown both work against that and make the game feel more stop-start than it could do.
Ah -- just a joke about the delightful ubiquity of that one level from David Skinner's microban level set. It's like 'The Lick' in Jazz music and crops up all over the place in sokoban games. Which I think is testament to its design. I just thought it was cool that all of the novel mechanics built that level within the larger level.
I'm on my second loop and I seem to be stuck. There are no battles left to fight (I've cleared 120 of them) and no sense of when the *spoilery* event starting the third loop will happen..
EDIT: Okay, I think the underlying progression math might be going wrong somewhere. The boss showed up at 15,000C since last encounter, by which time I was at 37 grid units, 48M population, 184T military power and had won every battle. And I destroyed it in about 10 seconds. I had only purchased a single galactic secret.
In the end it was the final hurdle of level 4 that gave me the most amount of bother — hadn't quite realised the extent to which claw-pawed wool manipulation is taxing work!
I really like this subgenre of sokoban that takes a simple physical world interaction and transforms it into delightfully cumbersome puzzles (cumberban?)
While I appreciate the user-friendly option of just starting the level over when I accidentally cause Gerald to fall down a hole (that may or may not also be a toilet), I really think that the game ought to admonish me on Gerald's behalf.
Otherwise: 10/10 (would happily provide Gerald gainful employment)
Very cool! I love mechanic-discovery puzzlers and this one was a lot of fun. I'm a little sceptical of the procgen approach in general, but the combination of artisanal puzzles and a single procedural room seems like an interesting approach. I slightly wish the top room had its own arc & ending, whether upping the size or complexity of rooms, but I assume you're working against some of the limitations of the puzzlescript engine.
I was a bit surprised by the lack of undo/restart, though I'm guessing the pushing mechanics mean you can't failstate yourself? Though looking at the presentation you gave, I might actually have been doing some high-stakes puzzle-solving :)