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orion_black

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A member registered Sep 15, 2015 · View creator page →

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I haven't been keeping up with the latest in sokoban gaming technology, so I wasn't familiar with the kind of 'grabbing' and 'back-pushing' you need for the latter levels. It was fun to figure out. I also appreciate the kind of metafictional thing you did with the notes, so all in all an excellent entry.

You said it's not a serious game, but between being a bit confused, your write-up about tearing* cards and its general ambiance, it gave me an inscryption kind of vibe, not in a dreadful way, but in that I was playing an otherworldly being who was revealing me the secrets of the universe while/by playing cards.

*There's an old cool MTG story about that kind of thing, look up Rhystic Studies' "The Orb | A History of Magic's Early Years" video, if you're unaware of it, you're gonna like it :)

This is like popping plastic bubbles!! 139.05S

Was expecting frustration and instead got fun!

Having to reposition the blocks every time is a bit of a pain, even then, optimizing bounces and rotations is fun.

Really cool bullet time effect, specially when you get into a crowded zone and have to do slashes back to back. This would benefit from a smaller level and/or possibly a minimap.

Quite polished, the level went on for longer than I was expecting(in a good way).

Very appealing idea. Autoscrolling makes moving left feel a bit unsteady, perhaps scrolling could be anchored to the paddle. Good job and thanks to you :)

Thanks for the shout :)

You're right, even if it's easy once you get it, it can also be confusing for anyone expecting standard match-3 mechanics (probably most). I included a gif and a better explanation.

I love it when games try art styles from the left-field. Even though, after summoning a decent number of 'chimeras', I don't think I'm quite ready to crack the voynich manuscript.

For a split second, right after making a demolition truck explode, I wondered: Wait, is money (in this game) good or bad? Sooner rather than later, I found the answer. It made me laugh. Of course I knew it beforehand, and yet (due to my 'gamer' instincts perhaps) I felt for it, lol.

Some ideas from the top of my head:

- You could add one space next to every open space, so it'd be a 3, 5, 5, 3 board instead of a 3, 3, 3, 3.

- You could add "day-night/reversal symbols" to the current open slots (or perhaps just two of them, although you lose symmetry) and whenever you step in one, the respective countdown goes down by one. In my mind it leads to more situations where you can account for cycles changing to make set-ups, or maybe it doesn't and breaks the current balance, lol.

- You could hard code it to 3 and 6 (or something) for the first turn.

Cool ruleset. The AI while dumb still let you get some morsels of fun. Some thoughts on gameplay:

- I don't think you need to make the board that much bigger, but being unable to open with fox is certainly too constrained.

- Being able to influence (in some way) the day-night/reversal cycles could open the strategy space in interesting ways.

- Cycles should probably start a bit more spaced out. First time around, they almost trigger at the same time, so they kinda blend in.

As others have mentioned, it's a bit too arcane without knowing a list of commands. I tried and got an answer from some, but I don't think most people even know text adventures are a thing. At any rate, I really like the concept and intended implementation (minimap overlaying is really cute).

I could go through old manuals of nineties games that never existed all day long. 

Would love to see some extra devious levels using this concept.

Such a fascinating concept. It felt quite short, although, considering how fast the number of scenes grow with every decision point, it's to be expected.

Switching between roles was a bit jarring first time. I'm well acquainted with worker placement/engine building/..., so I could infer what to do (do x, to get to y, so you can...), but I can see it being a source of confusion. Anyways, it was fun.

Quite an interesting concept, would love to see a more fleshed out version of this idea.

Neat idea, a concept with a lot of latent possibilities.

Lovely. It really brings to the forefront two of Chess' core ideas: You have to think N+1 steps ahead, and you have to put yourself in your opponent's shoes.

Cool concept. Swapping AI offers some cool possibilities. It was until the last level that I realized the arrows next to a robot tell you what program they are running.

Here's the story of a Magic variant that apparently has become popular lately. While it isn't quite a game of its own, it still fits in the spirit of RRR and it's a good story.

Wow, remarkable perseverance.

Thanks. Unintended for sure. Going from this and the other report, there must be something wrong on the 'placing Mighteys' step.

I'll look into it.

I liked the whole radar thing. Although, the initial range of view feels too cramped for me, but I can see how if that wasn't the case you would just not pay attention to that system.

Really cool chaining system.

Moving things around as the suitcase rotates is quite an interesting idea, although for the most part it gave me a feel of just being overkill rather than an opportunity for coming up with a clever move that would let me scrap by for a little longer. Even then, it's an interesting game. Really well put together entry. Lovely art style.

My initial design had 4 more enemy types (all with different attack/spawn rules), but I couldn't test them enough to be sure they made sense game design wise. So at the very least I plan to include some of those, fix whatever bugs get found (like that one in the corner) and perhaps add a custom mode.

Glad you enjoyed it.

You need to collect a number of keys to open the door. You get them by defeating all the big orange monsters(Migtheys). I'll explain it more explicitly in the description.

Since it happened while I was playing near the top, I had a feeling it was similar to one I had that happened as a result of having selected and trying to match a fruit as it was getting eliminated as waste. Oh, and it doesn't get locked, but rather displaced by one on Y (you can keep playing "normally", except you select the tile above the cursor).

The only way I managed to reproduce it, was by leaving a lot of single tiles, selecting them and trying to match them as they were getting eliminated. It's hard to pinpoint the exact trigger conditions because you only realized it happened afterwards, when you're trying to select another tile.

It could be unrelated, but when it happened, a weird glyph appeared on the last digit of the score (went back to normal as I kept playing).

Really cool! I manage to get to 1081, but ran into a bug that "locked" the cursor into a fruit and I couldn't pick any other. A missing detail, that I think is important, is that speed goes down one level whenever you get waste. The idea is to extend that last moment of tension when the game is getting a little too fast, and you're trying to hang in there.

Here you have it https://ldjam.com/events/ludum-dare/52/hyper-harvest

If you aren't fully surrounded by trees when you get to 24, you can do one final move.

btw, it's now possible to get a 25

I'll see if it's something I can fix, thanks for letting me know (and that it works on firefox).

You got that right. The title is a bit of wordplay/clue as to what you're meant to be doing.

Some extra info on how interactions work would be a good addition. You hit the right match length for the format. Love to see further developments on it.