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maladroit

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A member registered Nov 13, 2019

Recent community posts

I have defeated.. *checks notes*

DECAF BOLOGNA BAG, WAT?!

there seems to be two requirements for the win condition — if I'm guessing correctly then the one you're missing just requires you to do something very standard sokoban in the middle of the level.

The start of level 13 was a 10/10 fiddly marvel -- felt rather smart when I figured out how to do that one.

All killer no filler, it's just how NinaBirb rolls

It's always a good day when NinaBirb graces us with another puzzlescript banger :)

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.

In the words of Julius Caesar: I comin', I seein', I pushin'

Cool game! It gave me strong Microban vibes -- just tightly designed puzzles where every bit of movement space has some intentionality behind it.

Excellent Spookyban -- surprisingly tricky!

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.

All my goals are achieved, thank you!

That was great — love these single screen puzzlers that pack an extraordinary density of puzzles into a small amount of space :)

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 :)

v peculiar! I definitely cheesed it when I played it last night by walking off the castle on to the flag area without having to use any of the boulders, but now I'm trying again it seems impossible to do so?

Brilliant design! The last level especially was a banger. I think 11 might have some unintended overly simplistic solutions, but understandable when the core mechanic insists I screw with the level design ;)

The whole thing is very clever, but the last level was super-satisfying to finally figure out. Looking forward to the next NinaBirb brain workout!

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?

That was cool! Thoughtfully designed, deceptively complex old school block-pushing with a nice difficulty curve.

I got there in the end, but only when my brain had fully embraced the wrongthink.

All hail the David Lynch of Puzzlescript :)

Quickly and delightfully went from SML golf to FML golf, but I holed out in the end ⛳️

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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.

https://file.io/3m08wrJGkqQm

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? 

Last proper level was 🔥

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.

Hello darkness my old friend
Skinner's come for me again
Because this level's so small seeming
yet its boxes defy all my scheming
And the movement that can solve it's still a strain
Always in vain, that's just Microban One

Love it — really inventive and some lovely puzzles towards the end :)

There is a slightly delirious pleasure in battering Skinner's little masterpieces into submission with their very own walls :)

That was great fun! Lotsa cool pushing and pulling mechanics and some really interesting puzzles to explore all the interactions.

Hope you keep making puzzles :)

That was intense towards the end! I assume my role as Tetrarch, having assembled the seven tetromino shapes, is to snap my fingers to make the lines disappear in regular tetris.

Like every great Knaller, my attempts to produce difficult minesweeper levels end only in tears 💣

Wonderful puzzles! From the new design, I'm now really curious how people were cheating the old level 7, as I definitely tried to make that shortcut work and couldn't figure it out!

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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.

The objective is to get stuff off the brown rectangle that represents your bed (box? catmat? designated sleeping zone?) so that you can comfortably sit within it.  As is common with all members of the cat family, pressing X will cause the cat to change which paw has the claws out.

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?) 

My push-pull brings all the ban to the sōko, and they're like it's better than ours, alright we'll pull a box of jars, er wait a minute.. good god.. what new purgatory is this? how can it be even harder than when we can only push them?

10/10

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)

Loved this from start to finish and the last level was really something :)

At one point I started to wonder if there was going to be some Pipe Push Paradise type shenanigans going on with rotating my little waxy constructions (Candle Combustion Catechisms?)

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 :)