WOW that ending is brilliant
it's amazing how the code looks like a jumble of letters but when they flip one by one and the whole thing turns upside down...
very well made!
hmm idk this didn't hit the same spot as the other games, the mechanic of being to instant kill one slime didn't really play a large part in the puzzle deduction, it was mostly just killing the largest enemy with the instant kill. and the puzzles weren't that good either this time tbh, most of them had pretty clear (and loose) solutions, but it's for a game jam, so all's good! maybe post game jam version?
i'll admit the ending is cool though :)
wow i forgot to comment on this hkafojaokewf
anyways the full Dee Lore:
In the latest Dee game at the time of writing, "The Skyscraper Plagiarism Agency", we see an utter destruction and reconstruction of buildings. This rips apart the connections between various units, not to mention even moving them between different levels (| |) or even alternating them (^)! this undoubtedly results in large damage to the internal structures of the buildings, like electricity, water, or... PLUMBING.
This brings us to the next game: "Carrie's Adventures in Substandard Piping". Directly quoting Dee, "poor carrie. a victim of her own folly… all she ever wanted was to plagiarise her neighbour's skyscraper and now look where it's left her". This hypothesis is further comfirmed by the orange > also having the same color as Carrie's claws and beak, showing that Carrie was behind this the entire time! Now she has to bear the consequences of her own actions and mend the plumbing again. It all fits!
And now recall "Lovebirds and Hatebirds"... There is a striking similarity between the hatebirds and Carrie. After repaying for her sins, Carrie is left emotionally scarred, refusing to interact with anyone in fear that she gets jealous of their skyscrapers again. The trauma peaks at Valentine's day, leading her to break down, forcing others to move her body to somewhere else where she can mourn in peace. This ends the Carrie arc.
We move to the other two Dee games, starting with "A Rat in Cheesetown". This depicts the journey of a rat in search for its cheese... which looks suspiciously like a fallen piece of the skyscraper (note the similarities in the color scheme). We'll get to that later. For now, notice the ending of the game: the rat gets caught in a cage.
It seems like we aren't given more information on the fate of the rat, but remember the meat in "Temperature Tantrum"? That must be the fate of the rat! After its criminal life, the rat (and the boxes he took advantage of to bypass the light detection systems) are subject to thermal torture, being forced to endure exceedingly hot and cold temperatures, providing a conclusion to the rat arc.
How do these two arcs connect together? The exact color used in the skyscrapers is the same one used for the electricity powering the lights in "A Rat in Cheesetown", and the "cheese" that the rat hunts for has very similar colors to the skyscrapers!Perhaps the rat isn't looking for just cheese after all. After the horrible fate of the skyscrapers, the rat seeks to piece together the fate of the Carrie arc by finding small fragments of the skyscrapers. To prevent further humiliation, Carrie stops the rat from discovering the full truth by trapping it before it can figure anything out. In a final ironic payback, Carrie uses the very same boxes that the rat used to bypass the light detection systems to drastically shift the temperature of the rat's prison, torturing him for eternity.
anyways that took surprisingly long to write Dee please see this please ajsiofjaehoef
example: in level 3, eat the fruit and move your head past the bottom right corner of the mainland. then tap left and up quickly in that order. you'll end up facing up, with your head on the target. then press x and left at the same time and you'll end up facing left with your head above empty space. then move left, press x to resolve the target on the right
in level 5, you can have a 2-length snake with the tail on the right target, head facing down using the same trick, and pressing x with two left keys (i use wasd and arrow for this) allows you to jump past the target, leaving you with a straight 3-length snake
nice game! forgot to leave a comment lmao
really nice puzzles, the secret ones were great too!
still don't really like glyph because of the wordsearch puzzles but it's fine, the variety is pretty refreshing anyways
pylon > totem > spire > shard > glyph :)
(i can't be bothered to check if my opinions have changed after not playing the game for a while)
omg this is such a nice game/story
i've been going through similar things, and i really like how at the start the friend seems very nice and caring, but very quickly their sentences reminded me of abuse (first picked it up from the barista incident actually)
pls make more of these! (ecotone is nice too though)
honestly didn't agree with others that the levels were difficult, basically all were easy tbh. level 10 is pretty elegant though, i think you should try to polish the game even more to make more levels like that. having only 2 real levels with multiple balls also just seems like a waste, especially considering that the two balls didn't really interact with each other. definitely more potential here, and even more if you're willing to make the levels large. currently brute-force is viable