I suspect it's key repeat from holding the action key slightly too long. I had that a few times.
If you want to avoid it norepeat_action in the prelude would make grab and place always take 2 presses without affecting the movement rate.
anotherananas
Recent community posts
Instructions:
| WASD to move the player/line
| X to start and end a line
| Use your cursor to select things
And not in the instructions:
* click on a computer to enter a level
* walk next to a large black square to see a zoomed out level select screen.
It's easy to miss the instructions because any click or X/space on the 'insert cartridge' screen causes the title screen to close as soon as it loads.
Mouse 2$%7$2##<2/AA0D=F&217)2.7(B7'2&3R&7J'3V^Z%2(``A)XB3=$kjl^!2#-3$4#72/;;0>8@&213)2.3(<3'IKM23D=S83ML=8$;\2^2
Launch 2#"79#7$=7&20BD<<17%9;@!2%(32$y;:8>$$3$217C20H##3&INP27#"H
Shredder 2(7*2-79?>@2,?*? FHJ2I2GO6J62)6%2TZY$U6][ZX*Td2#08(2/jlnmkqo'2i&2!2(3*2-3(238=?2$=,?&2%= @=&I=B2'NA=R2*3$WY2)3%<a?Z^ZK<`X[2
It's a real room next to the first one, just like the earlier levels.
Explanation of the solution below:
Player moves into the right room, resetting the left.
Player attempts to reset itself because it's not immune [green], but its position is blocked.
Now 'dead', the player respawns, on the spawn point that's still in the un-reset right room.
Interesting game. I found it hard to distinguish when the switched blocks were ignited vs extinguished, because 'extinguished switch' base colour is very close to the 'ignited block' colour. When a switched block is lowered I can't tell at all, even if next to a ignited ground for comparision.
Also in Level 11, most colour layouts make the white and green switched tiles indistinguishable because the green gets washed out entirely by adjacent light. When the blue switched tile is in lower left, the other three all appear white. This is without colourblindness and on a screen with reasonable colour rendering.
Very challenging, I ended up copying across to Puzzlescript for a level select, and even with that there's still 11 levels I have no idea how to get even partway to a solution.
Two levels aren't solvable without editing the level:
43 - No Goal tile [o or 0 at top]
53 - Snake has no bonds. Solvable if joined [replace u with i]
Anyone who got here not from the jam
The design criteria are:- This is frustrating, I had to redo lots of content.
- I do not feel like the game is being fair.
- It is not very clear what I have to do.
- The graphics are, to be honest, ugly in this one.
- My ears have broken from the bad quality of sounds.
- There are many bugs which do not feel like features.
- My wallet is empty after I played this free game.
- My soul has been taken away on an unexpected journey.
- I went in with low expectations and was disappointed anyway.
- This tenth criteria is here for padding, I hate it.
So I guess purpose served. I cant read the illegible instructions and i cant get off the first platform because my control ends up panning the camera with no noted way to get back.
Level 9 may get locked by the selector pattern, as it only cycles 16 of the 22 characters and one position can't move if selected by arrow jump.
It's sometimes possible, but it's unclear what causes the selectable set to change. I had thought move order or board layout, as I was able to do one move twice after swapping character positions after 30 or so tries without swapping, but I'm now unable to replicate so perhaps just bad RNG luck.
Controls:
Mouse (or maybe controller?) Required
L/R: A D, ⮜ ➤
Jump: W, Space
Aim: Mouse
Powerup 1: LMB
Powerup 2: RMB
Mouse requirement:
First pickup uses Mouse LMB, second uses RMB.
LMB and RMB can't be input at the same time using a Windows touchpad or touchscreen, and it seems both are needed to get past that point.
Really cool idea. Level 4 in particular shows off the puzzle element. The small amount of hinting for adjacent planes is a really good feature to have, especially for the level with death-on-contact obstacles.
Input:
I would find W jump more intuitive for (WS)AD movement, but that's a personal thing. Similarly for rotation, an alternate keyboard input would be nice - QE if single axis or arrow keys if a second axis is added to the plane in later gameplay.
I didn't notice the viewport cube and its function until I'd finished, and using it would make the game easier at points. A label or demonstration in the first level could help if you wanted that.