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.
orion_black
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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 :)
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.
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.
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.