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Playcebo

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A member registered Apr 19, 2018 · View creator page →

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Thanks! 

Yes, the L is always hidden. In case you missed it (though it sounds like you didn't), you can logically deduce it by using the L10 clue. You can also deduce it in puzzle 12 with no ambiguity. Early versions of the book had another hidden leftover in puzzle 5, but I removed it when remaking that puzzle. If I do another update, I might foreshadow the mechanic early on using a partially-covered leftover letter.

Here's the solution for weak tree(3) that helped me find a similar solution in my game: https://math.stackexchange.com/questions/3837501/before-the-current-lower-bound-... (Oh, and I should also credit my younger brother, who told me about this problem in the first place. He was already familiar with this solution, which helped me test the game initially.)

Sorry for the delay, it's fixed now. (A couple days ago, actually.)

Yep! I tested it right before uploading. I expect that Ultra is very difficult now, but I didn't find it too difficult when using the classic tree(3) solution as a starting point.

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True, but I believe that this is equivalent to weak tree(3) -- just ignore the trunks! (However, there may be some slight differences between the two once I use the proper inf-embedding algorithm [for determining uniqueness].)

[edit: To clarify, the trunk on the big tree and the subtree essentially cancel out, because every non-trunk branch has a parent branch. So if we removed trunks from all the trees, nothing would change.]

Nope, Bobogram was way after (and it didn't consciously influence any updates). I was inspired by ABDEC's predecessor LOK -- which just came out on Steam today! Big fan of ABDEC as well,  though I regretfully looked up answers on two puzzles.

(First prototype of 12 Word Searches = Dec 2022,      Abdec releases and I play it = March 2023,      12 Word Searches v1.0 = Oct 2023,    I play Bobogram = June 2024)

Nice! Laminated seems like a great option, to make erasing a non-issue (like Letibus puzzlebooks). Not sure how well it'll work for a classroom, but I'm curious to find out!

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It was my mistake. Currently, the trivia question's actual answer is infinite, of course.

The infinite algorithm was unintended, resulting from the difference in uniqueness rules between this game and the Weak Tree Function. I'm hoping to patch it out later today.   [edit: Finally fixed it, about a week later.]

It's intentional, the goal was to make that part easy (no wrong answer) since one D is mostly covered. Though I can see how it could be unwanted. (Puzzle 2 has a similar ambiguity with RA___ that I tried to avoid but can't.)

Great! Looks like I didn't have to worry about vertical margins.

Thank you! Very interesting playthrough, glad it was archived. I've never seen somebody find an alternative for Notary and try to fix puzzle 2 like that. (Also, I had no idea about "Linegames"!)

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Ah, that explains it. It's actually n15 not m15, and there's slightly more to the leftovers. You can logically deduce n15 from the hints above. Note: Unlike all the other words, n15 is, technically, (rot13) tvoorevfu.

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Ah, yes, lots of folks have had trouble there.

Hint 0: There's no need for guesswork, this one's a logic puzzle.

Hint 1:  Remember the <rot13> pngrtbel bs chmmyr 12. </rot13>

Hint 2: Make sure you understand the <rot13> uvagf ng gur obggbz pbearef </rot13>.

Hint 3: <rot 13> Gurer ner 2 "jbeqf" yrsg... </rot13>

Big Hint: <rot12> ...ngf ftqk mdq ftq emyq. </rot12>

Here you go: https://1drv.ms/b/s!Aoe420c78Dheo6oFVidYXlIhIATWfw?e=M7A06M

I will upload it to itch in a day or two (inside other_versions.zip), alongside update v1.23.

...on second thought, I will just go ahead and scale it up.

(I can't just simply cut the landscape pages in half, since landscape isn't 17x11 ratio and the page "halves" are uneven. I have to either make things smaller, or make the scaling a bit uneven.)

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Sure! Do you want it to be scaled-up a bit, to fit the taller paper extra width of the double-page? Here's a comparison between the current size and scaled-up: https://imgur.com/a/Yn5hgZs.

Are these margins large enough?

(Note that the right-hand side has to be fairly small, to fit long words and glyphs. That's why landscape uses uneven splits, and the default printable version is vertical.)

Wow, good catch! That was totally unintentional, but it seems to have been that way since before v1.0. I'll fix it in the next update.

Full playthrough on Twitch by DwarfWoot: https://www.twitch.tv/videos/2283581637 (length: ~7 hours)

Ah, neat, so it's basically just "you may move any straight line of bees".

I'm a bit confused about moving a line of bees. It says:

"Similarly, if a Bee moves and there are other Bees in a line extending from it, every Bee along the axis that line forms may move together with the initial Bee. There may not be gaps in the line or queue."

Suppose I have a row with 4 bees: [B B B - B].

1) Can I move the 3 adjacent bees? (even though there's a fourth bee on that axis)

2 Can I move just 2 adjacent Bees? (even though there's a third bee next to them)

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Ah, solving that might require the use of Wikipedia, if you're not already familiar with it. (But, it's nothing too complicated.)

Hint for jigsaw crossword: Abg rirel jbeq vf havdhr, ohg bar bs gurz pregnvayl vf.

I've finally created a Ko-Fi page. No pressure to donate.  https://ko-fi.com/playcebo

P.S. Unrelatedly, I'd like to recommend a free puzzle book called Bobogram, filled with some challenging but very fun rule-discovery grid puzzles: https://uiqoo.kr/bobogram/ (I learned about it via the Thinky Puzzle Game community.)

Fixed. Thanks

Thanks so much for all the bug-finding! Fixed. 

(nerdy details: When improving 194, I added code to abort the tile-burning process early upon failure [i.e. tilesBurned == 0], but it turns out I never coded the AI to increment tilesBurned as it burns tiles. So it burned 1 tile and then said "welp, I burned 0 tiles, so I guess I'll give up now".)

Sorry about that! Fixed now. Turns out it was an order-of-operations issue!

if(  stoneNumber % DRAIN_FACTOR * DRAIN_FACTOR == 0   )
      { drainMultiplier = 2 }

Thanks! It's fixed now (apart from a visual bug with M-stone).

Sorry about that! The save files are stored using "Unity PlayerPrefs". I do not know what causes those to be deleted. Perhaps running a cleanup program?

FYI, there is not much support for stones 101 - 200. They all have the same sprite, and they're hard to use since you're still capped at 100 Energy. They are unlocked by completing the mining levels M1 - M10. (Composites only. Primes above 100 don't have any effect.)

Completing M10 does give an additional reward, which you might want to use for some of the Ribbon challenges in the tournament (if you haven't done those already).

Thanks! I did a small update addressing most of these issues:

  • Swapping 47 and 53 is a neat idea (47 might be a fun boss!), but for now I just tweaked the final boss instead. (He now has two 87 (sticky+cycle) and always starts with a 67.)
  • Not immune: Oops! Fixed. (It was immune on-board, but not when played.)
  • I doubled the effects of 11*11 and 13*13, and improved 194. Thanks for the suggestion! (I didn't make 11*11 and 13*13 very strong.)
  • Immune to 47/89: Ah, that's a tricky one. For now, I've kept it as-is. (My logic for excluding them was that 47 and 89 only affect the card, while 37 affects the 7-stone itself (in a sense). Plus, I'm unsure how to make immunity to 47/89 feel right.   I might change it so that attempting to steal or discard a 7-stone simply turns it face-up and plays a sound effect.)
  • 89 unplayed / M unsuppressed: Hopefully fixed... I have total spaghetti code here, because two different stones share the same number.
  • 94: Discarding will now occur before burn, because automatic actions should always go first.
  • Concede bug: Fixed.
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Thanks for letting me know! It seems that the new damage animation is blocking clicks. I will fix that ASAP! [edit: fixed now!]

3x3x3 Flow Free feels like the perfect balance for really fun puzzles that replace the monotony of the familiar 2D grid with a more densely-connected space -- without being overwhelming. Though I wish I could pan around with the right-mouse-button! (Also, the arrow keys seemed to freeze sometimes, perhaps due to gimbal-lock?)

Thanks! N-Step Steve is certainly a high compliment, it absolutely has those crazy moments of realization that I try to replicate.

Regarding puzzle 11: It seems I accidentally made LEFTOVERS too hard in v1.21 when I changed it to cross KEY (to remind players that words can cross). I forgot how hard it is to find words that cross over diagonally. I think I'll do a tiny update to revert that tonight.

(I also appreciate that "high score" means high difficulty instead of "survive for a really long time -- normally I don't like high-score games because they get more tedious as you get better.)

I decided to play this instead of Extreme Ironing and it's really fun! I like how the fast enemies force you to constantly juke and avoid line-of-sight, while the slower ones effectively alter the shape the playing field by requiring you to keep some distance. Reminds me of playing tag against multiple taggers.

High Score: 50, I think?

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If it's for non-commercial purposes, go for it! Feel free to modify it however you like. Just do not insert ads, and if posted publicly, please link to https://playcebo.itch.io or https://playcebo.itch.io/educated-guess

I just "released" the project on github here, if that helps: https://github.com/Jeremy-Scott-Hoffman/Hangman/releases/tag/idk

Thanks! I have added that to the recommended apps.

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Icely has an edited playthrough here:

Thanks! Glad you enjoyed puzzle 6 and the double zodiac, those were some of my favorites. Puzzle 11 was absolutely meant as a two-way street, I'm actually surprised that many people didn't use it as a key to the remaining puzzles. I guess it's because of the "puzzles should be attempted in the order given" thing.

In puzzle #8, the f9 glyph is an evil milk carton, to help players confirm that "foe carton" is correct.