Got all of them. Though it took some time. Maannnn!!! puzzle it was!!!!. Though it had some bugs. I know you had such a ittle time. Now fix the bugs and add some more levels and launch it to play store. I believe it will be noticed. Loved the game......
we want the right push block to run to the enemy at a certain height, so you keep it at bay with the updown slider and then push both with the down push block. adjust the height with the movable block but make sure to let the slider block be "shorter" than the push block. hope this helps
I might actually program something similar to this,with a sandbox mode,and with much more feature in Godot Engine. If he doesn't already do It I suppose
The game is not deterministic as you don't get the same outcome every time. I would also change the immovable block to a different color as they are hard to see with the current background.
I didn't experience any bugs what so ever, I found many crazy outcomes! Would play again if had more levels and a sand box 10/10 (This game seems fit for steam! Maybe work with the bugs that people are talking about in the comments!)
It has some bugs so I don't think it's worthy for steam yet, but the potential of this game is huge so little fixes and polishes would make it awesome!
Answering the first question in the description: The game is not deterministic. Configuring Level 11 like this will toggle between two possible results.
Fellow programmer here, love this game and its inherent idea. Two things came to mind as I was playing it:
- As many have said; sandbox mode, a level creator and some way to share levels. Do this, and you could basically already sell it as a "Mario Maker" type of game (at least in early access).
- You NEED to have a fixed processing order. In several levels, I've gotten multiple results using the EXACT same setup. This is especially prevalent using rotator blocks, but also double pushes with pusher blocks moving in the same directions. One example order could be:
1. All rotator blocks simultaneously. Map all cells with number of adjecent rotator blocks; the rotations will be the same as this number.
2. All generator blocks simultaneously. Map all cells where a block is created, and what block was created. Flag the new block as inactive, and as a "pusher block".
Loop:
3. All pusher blocks simultaneously. Calculate end locations of each pusher block, and then flag them as non-pusher blocks.
4. All blocks being pushed. If a pusher block ends on the same spot as another block, Flag the pushed block as a pusher block and calculate its end location.
5. Do step 3-4 until there are no more pusher blocks.
End loop.
6. Flag the created blocks as active and reflag all ACTUAL pusher blocks as pusher blocks.
so...I already beat level 9 before I realized I could download the game. I beat it by just moving stuff around and don't remember the solution at all lol.
I don't need this to be answered cause I can probably work it out myself but it'd help if someone could show/help me with the solution. (Really good game btw. found it from youtube. 10/10)
This game really required me to use my brain, which can be a difficult considering I am who I am... However I managed to complete all the levels... in probably the messiest way you could ever imagine... but I still did it!
I had a lot of fun playing the game! Absolutely love the concept of the game! For a game that has been made in 48 hours it's very very well done! Awesome work Sam! ;D
It took me forever to realize you could move the immovable blocks that are inside the build area. I had the solution but was frustrated by them being in the way for at least 15 minutes!
Really great! Found this from your youtube process vid. If you end up developing further, a useful feature would be a drag selection option so that players can drag and select a clump of cells at once, in order to move them around more easily. Congrats!
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fun...speed ran this thing
Perhaps, the most over-engineered solution to LVL15?
(It definitely takes a long time, that's for sure!)
Wow!
i like this solution
I just did this!
Watch this! :D
Here's a solution to LVL9 that I haven't seen anyone do yet.
i thought of this a while ago and it works better i think
For anyone who needs help,
This is my walkthrough on yt:
no need for me i literally speed ran this in my first try
no idea how to beat 11. but man 15 and 17 are fun!
oh. my god. i never realized you could move the wall tiles!
Got all of them. Though it took some time. Maannnn!!! puzzle it was!!!!. Though it had some bugs. I know you had such a ittle time. Now fix the bugs and add some more levels and launch it to play store. I believe it will be noticed. Loved the game......
same, did it in 20 min but alot of fun
probably the longest completion of a lvl
anyone got a sulotion to 7? i can not figure it out
we want the right push block to run to the enemy at a certain height, so you keep it at bay with the updown slider and then push both with the down push block. adjust the height with the movable block but make sure to let the slider block be "shorter" than the push block. hope this helps
a sandbox level would be wonderful to mess around in
I might actually program something similar to this,with a sandbox mode,and with much more feature in Godot Engine. If he doesn't already do It I suppose
Try this setup on level 15. you won't regret it.
Found a faster solution pretty much based off your setup.
wow my solution was almost same. But you can try this it was neat
Love it
Thought I'd Share: Level 9 has a solution that is 50/50. Half the time you beat it half the time you dont
This is 100% i think
The game is not deterministic as you don't get the same outcome every time. I would also change the immovable block to a different color as they are hard to see with the current background.
Looks cool but I suggest a sandbox mode please.
Please make A sandbox mode...
it's possible he will upload the game to another website and update it.
since the version is v0.1.1
I didn't experience any bugs what so ever, I found many crazy outcomes!
Would play again if had more levels and a sand box 10/10
(This game seems fit for steam! Maybe work with the bugs that people are talking about in the comments!)
so uh i don't get the same outcome every time i press play with the same layout
it only happened to me once
Probably because it randomly chooses which cell gets to do its effect first when 2 cells try to counter each other?
steam release when?
It has some bugs so I don't think it's worthy for steam yet, but the potential of this game is huge so little fixes and polishes would make it awesome!
the version is v0.1.1
it's possible
i think i found a good solution , check it out https://drive.google.com/file/d/1XIcylBtFzFeyEVS4yMWJYyoH8zeBUD8P/view?usp=shari...
It's a really good game
You could add more level and a sandbox mode
And it'll be perfect
I had that exact sandbox idea
Answering the first question in the description: The game is not deterministic. Configuring Level 11 like this will toggle between two possible results.
good game intersting idea lookin forward for the sandbox mode
:)
Imagine sandbox mode for this. That would be the BOMB
you have to get mystic mod for sandbox
Very nice game!
By the way I would like to report a bug, seems like there is some "ghost cells". You can see an example in this gif:
For anyone who needs help,
I made a walkthrough:
I found a solution that has multiple outcomes.
Fellow programmer here, love this game and its inherent idea. Two things came to mind as I was playing it:
- As many have said; sandbox mode, a level creator and some way to share levels. Do this, and you could basically already sell it as a "Mario Maker" type of game (at least in early access).
- You NEED to have a fixed processing order. In several levels, I've gotten multiple results using the EXACT same setup. This is especially prevalent using rotator blocks, but also double pushes with pusher blocks moving in the same directions. One example order could be:
1. All rotator blocks simultaneously. Map all cells with number of adjecent rotator blocks; the rotations will be the same as this number.
2. All generator blocks simultaneously. Map all cells where a block is created, and what block was created. Flag the new block as inactive, and as a "pusher block".
Loop:
3. All pusher blocks simultaneously. Calculate end locations of each pusher block, and then flag them as non-pusher blocks.
4. All blocks being pushed. If a pusher block ends on the same spot as another block, Flag the pushed block as a pusher block and calculate its end location.
5. Do step 3-4 until there are no more pusher blocks.
End loop.
6. Flag the created blocks as active and reflag all ACTUAL pusher blocks as pusher blocks.
so...I already beat level 9 before I realized I could download the game. I beat it by just moving stuff around and don't remember the solution at all lol.
I don't need this to be answered cause I can probably work it out myself but it'd help if someone could show/help me with the solution. (Really good game btw. found it from youtube. 10/10)
awesome game!! would love to see a make your own level sort of thing added so I can play it more.
(small bug: when you run 4+ movers in the same direction the first one will jump 2 spaces at the start)
2 Things:
1. This game NEEDS and sandbox mode. It would be so awesome.
2. I found a glitch whilst playing level 9. It allows a mover to skip a rotate.
cool so the cells don’t move themselves you arrange the cells and you hit play and it’s out of your control
lvl 15 - clean solution
Unclean solution if you switch the bottom arrow with the bottom hashtag ;)
great game you should make more levels ten submit it to steam.
This game really required me to use my brain, which can be a difficult considering I am who I am... However I managed to complete all the levels... in probably the messiest way you could ever imagine... but I still did it!
I had a lot of fun playing the game! Absolutely love the concept of the game! For a game that has been made in 48 hours it's very very well done! Awesome work Sam! ;D
level 11 made me stab my eyes out
It took me forever to realize you could move the immovable blocks that are inside the build area. I had the solution but was frustrated by them being in the way for at least 15 minutes!
You don't need to move the immovable blocks
had a lot of fun on level 15 with this
Really great! Found this from your youtube process vid. If you end up developing further, a useful feature would be a drag selection option so that players can drag and select a clump of cells at once, in order to move them around more easily. Congrats!
I found a very satisfying, loud strategy to beat lvl 15:
i completed everyone but the 11 ;-; help
Did you try moving the immovable blocks in the build area? I didn't know you could
:o