I just happened to stumble upon this when browsing new games but it sounds like they would appreciate it over there!
hygge
Recent community posts
Loving this so far! Some driving sections are definitely hard, but there’s a charm to it where I don’t mind the (intentional) jankiness at times.
Spoilers below, don’t read unless you’ve seen pirates*
I’m sitting at $500 right now, with one photo task to go. After revisiting the entire map a few times, I’m all ears for a hint that will get me past this (literal crimson) wall. I have a few leads:
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On the lookout for the mermaid. I suspect she’s somewhere around thirdington but no luck so far
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There’s a mysterious ladder directly south-ish of the claw machine at the beginning.
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I’ve turned on the sinks according to the graffiti but nothing happened. I’ve tried both (O = off, / = on) and (O = on, / = off)
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It seems like the $570 price for the crimson key leaves no wiggle room for skipping a coin bag. I’ve hopefully gotten them all, but we’ll see…
spoilers
https://i.imgur.com/zquhuPH.png
Am I on the right track? I’m trying to get the bomb without using the dash.
The mountain has been conquered - thank you for making such an enjoyable game.
I don’t think there’s anything “wrong” with the difficulty as it was a conscious choice even if it doesn’t cater to everyone, in the same way that I wouldn’t expect puzzle levels to be made easier just so everyone can solve them. (Still, thank you for the slow-mo version for noobs like me)
spoilers
I ended up starting from the beginning since it sounds like I softlocked it in that state. I’m still worried there are other ways to softlock that section but I managed to avoid it on my second go-around.
I ended up progressing through the middle of the decay block ceiling on my new attempt, though I kinda cheesed that too as I passed through one of those purple “rollers” that normally knocks me down, but that effect sometimes doesn’t register if an input is given at a certain time. (i.e. if a roller is on the edge of a block, you can sometimes pass through it and go one unit up and to the right/left to make it to safety).
Thank you so much. After testing the same section in slow-mo, it turns out that this may not be an issue of reaction times.
spoilers
https://i.imgur.com/AG9sypj.png
Here’s a screenshot of the section I’m talking about - the two circled parts have <10% of triggering. In both cases I’m holding ‘up’ while passing through them. Every other square has a 100% success rate so there’s something I’m misunderstanding. I’ll keep trying and switch back to the normal speed when I figure out why.
more spoilers
Here’s the path I’m taking if you want to double-check
Loving this so far but wow is it hard! I’m currently at part 5 (?) with the orange squares and it’s really tough to get those split-second inputs in a consistent way.
It would be cool to have an easy mode that is purely stepwise that doesn’t rely on reaction times (or even just a slow-mo version) but without that it’s time for me to keep practicing.
This is great! There’s a puzzle aspect to figuring out where and when to spend your eyes/crystals to reach as far as possible (plus revisiting the levels).
Spoilers below
Beating all of the enemies in both maps has me at 36 eyes - is this the max? Another comment says that they have 92, though I’m not sure how that is possible. BTW where can I access the third level - is in in the .zip?
So great. If you develop this into a larger game, one suggestion would be to have 3 optional “challenge stars” you can earn for each level.
Star 1: use the lowest number of runes possible for that level Star 2: “travel” the minimum distance possible for that level Star 3: bonus challenge (e.g. “don’t use the N rune in this level”)
(Perhaps these are only unlocked after earning all the runes in the game, or greyed out until you have the necessary runes to get the optimal number for a given star)
These would require different solutions, adding replayability for each level.
Comments on each level:
Case 1: Last Stop Spoilers
Nice and straightforward. Only one suspect can possibly visit the scene.
STATUS: SOLVED
Case 2: The Science of Deduction Spoilers
Thanks to help from the author. All 3 suspects visit the scene, so the additional rules come into play. The murderer kills the victim on first contact at the scene and no innocent suspect enters the room with a dead body. This means…
Look for the suspect whose first contact happens after everyone else has passed through the scene for the last time.
STATUS: SOLVED
Case 3: Foreclosure Spoilers
Only one suspect’s path passes through the vault.
STATUS: SOLVED
Case 4: Exit, Pursued by a Bear Spoilers
Things are getting trickier. I won’t know if a suspect truly visits the scene if they enter one of the adjacent rooms.
Still working through this one to understand why I got it wrong.
STATUS: UNSOLVED
Case 5: Smoke and Mirrors Spoilers
There are multiple permutations which makes things interesting.
One potential combination allows O.O. to first visit the scene at 19:15, with the others not visiting after, so I’m surprised that O.O. was not the correct answer.
Seeing the right answer, I notice that M.M. sees a witness on first visit to the scene (N.N.) Therefore, they must do the job on a later visit.
STATUS: UNSOLVED
Case 6: Aftertaste Spoilers
The cause of death is unique in this one! No suspect visits the crime scene, so they must have planted the poison before Y.Y. visits the bathroom at 20:00. All actions taken after 20:00 can be discarded, making things a lot simpler. Did anyone visit a room before Y.Y. reached it? Yes, in fact - just one.
STATUS: SOLVED
Case 7: Occam's Razor Spoilers
Potential issue: Z.Z.‘s path doesn’t lead them to the crime scene. (Library is blocked by X doors and Z.Z. has no X)
Potential issue: T.T. doesn’t appear to have any valid path. (Stuck at ~23:35 in Aquarium)
STATUS: UNSOLVED
ENDING SPOILERS BELOW
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Thanks for the suggestions!
To give you more feedback: The branching paths and the "meta" layer of going back to find 'the space between' were fantastic ideas. These puzzles remind me of playing the game 'The Witness'
I completed it the recommended (?) way, and I'm glad I didn't find the second path (15 > 28) to the ending which would skip a puzzle or two. I wonder if a 3rd path could be created from using the unused letters from all of the puzzles combined.
I wish I was more careful when checking my answers in the dictionary, as I spoiled at least one answer by seeing a future word in my peripheral. The word descriptions were great BTW.
I felt one word was unintuitive (finis) - every other answer created a commonly known word (except gae but there was an alternative). Overall, would highly recommend.
Great game! Gives me a sort of 'Stacklands' vibes. I really liked the different biomes, and the progression path was easy to follow.
I also had the negative health bug, but your suggestion to drag food over the worker fixed it. Also, my cursor didn't line up with the UI (if that makes sense). Dragging an item would show the item hovering a few blocks away from where my cursor truly was - but it wasn't too distracting.
A draggable inventory and a way to minimize the 'You won!' screen would have been nice too!
****End game / challenge spoilers below***
Awesome, thanks for the information! I've just one challenge left to do (and no hearts to do it with).
- It looks like you're right that rooms weren't spawning in 'low chance' areas. Undiscovered secret rooms sometimes cause others to spawn in 'worse' tiles otherwise they would conflict with the one neighbor rule, but this isn't always consistent: https://imgur.com/a/0MfkkFw
^It seems like starter rooms are generated first on the map, and it goes down the line? Also it seems like market rooms don't affect the spawns of any other.
- It's ambiguous whether blocked-off tiles should count when finding 'Red Secret Rooms' - it appears they do.
- The final room for the purist challenge was a repeat of the very first level, which I'm not sure is intended. I was relieved expecting a boss rush!
- It looks like no secret rooms can spawn on any of the glitch rotation tiles, which is nice because I've had rooms with 8 Angel spot candidates and that helps narrow it down.
All said, these are all very minor things in what is otherwise a game that I would highly recommend.
Potential bugs after update:
Room (5?) in a normal run started with all rooms discovered (no cheats) and no way to advance to the next room, had to restart.
If a glitch room spawns on a square that you have an x (right click) and you can remove the x but it won't let you pickaxe that square.
Red rooms weird spawning: https://imgur.com/a/eOe5CQ0
***End Spoilers***
I'm so impressed how well this game keeps the spirit of Issac while being a completely different genre. So much replayability!
A few suggestions / questions:
1. For the challenges, it would be nice to know what the equipped items do. A hover tool-tip on the right hand side or an 'item compendium' would be nice.
2. I think the 'high/low/very low" chance that some rooms have should be removed and replaced with the binary 'most correct' or 'can't spawn'. A spot that better fits the criteria should always beat one that doesn't. (Ex. starter room 3 tiles away should always beat one 4 tiles away). It's challenging enough to have multiple spots that tie for 'most correct', try them all, and find out the actual spot is worse according to the criteria.
3. The 'special room tiebreaker' for normal secret rooms would be nice to add to other secret room types as well. Example: A devil room with 2 normal room connections one special room connection always beats a devil room with 3 normal connections.
4. In the 'panic buying' challenge, my items do not get reset when entering a new shop, making the challenge extremely easy.
Questions:
1. Do larger multi-tile rooms (like an L shape room) count as a single 'step' when calculating the longest path for hermit?
2. Do glitch rooms factor in to the 'largest min. distance' for outsider rooms?
3. Do previously found secret rooms count when adding up the adjacent rooms for 'Red Secret Room'?
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Overall, I think the appeal of this game is as a logic-game first and foremost, with the only chance being choosing between multiple spots that tie in the criteria, not having the actual spawns be in a 'low/very low' probability spot.
Looking forward to the full release! Ditto all the great things that others are saying about the atmosphere and quality of the puzzles.
-Two quality-of-life updates that would be nice to have are a move counter in the corner and an undo-move button (!)
-The 'high' (optimal) move number has occasionally changed on me, but I'm not sure this is a bug. On a fresh game, the 'high' for level 1-1 is 23 moves. I've somehow achieved a 22 and cannot recreate it and the current 'high' is now set at 22. Maybe holding down the arrow keys to move instead of individual inputs can mess up the counting?
-A move counter would help illustrate the move cost of some things that aren't intuitive. Burrowing down back up (1 or 2 moves?) Moving into a fuel tank and getting pushed back out (1 or 2?) Getting out of your robot and jumping back in (1 or 2?) etc.
-The countdown to self-destruct is not the best for impatient people like me. Getting out of your mech and self-destructing does this immediately.
-Tip for others. If you collect the gem, you don't need to complete the level for it to show up in the level select, but sometimes it doesn't register immediately after leaving the level.
*****SPOILERS BELOW****
Awesome game! It took a lot of trial and error but I finally made it to the end.
A little hint system would have been nice to have at points, but then again, experimenting is part of the fun. One way this could work is by having symbols that give a clue to the recipe (for example, "o" means surround a building with another, ">" meaning put a building next to another building, "x" means put a building on/next to a certain tile).
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For those that are stuck here are some clues:
- To reach your destination, you need resources, and lots of them! There are different raw resources to gather, and your workers will specialize based on their environment.
- Watch towers help your people explore the land, but don't forget that sailors need light too. If one watch tower lets you see far, imagine what many could do.
-When it comes to villages, the more the merrier. It's said that a small number of people are magically inclined. Maybe with a big enough town, you may find some. Your villagers also need to be educated, but your town will need to be even bigger to fill those classrooms.
-Your villagers can tend to their farms by hand, but if the farm is too big, they may think of something to help.
-Once you discover a building to transform your raw resources, don't make them walk far. Try refining your raw materials right next to where you extracted them.
***SPOILERS BELOW***
So fun! Especially once it clicked that not everyone should be taken for their word, and that there may be more normal explanations for what some experienced.
Very challenging at times, but everything was fair in retrospect. It took me way too long to see the "next" button on the hammocks (not the game's fault) which stumped me for a while.
A few suggestions:
-An in-game notepad would have been nice but wasn't necessary.
-It wasn't obvious (to me) that brimstone is synonymous with sulfur
-The solution has 3,5 as L, but L is not in the clue sets. The correct answer according to cluesetI.1 is A ( _ _ _ _ A). I was given a checkmark for clue set 1 even before I "fixed" 3,5 and put in L.
- A checkmark did not appear over cluesetI.3, even though I had SWTXU in the correct positions, until I put "L" in 3,5.
-I didn't know how to undo a box after I placed a letter, which made things messy while figuring things out. (I used X's as placeholders where I screwed up)
-The cypher was otherwise great, and II.1/II.2 cleverly explained shape order, the behavior of the square/circle, and what a shape does if their path is blocked.
Overall, would recommend to fans of the Obra Dinn.
***END SPOILERS***
**SPOILERS BELOW**
Decided to replay this game as I consider it one of the best idlers ever made. Soo much strategy and variation.
Somehow I never realized that you don't have to beat each dungeon in one go (if you die halfway through the monsters you can re-enter with 50% already completed). Finding this out made things a lot quicker.
I've been working around the no saves issue by opening a copy of the game in a second tab before making any big decisions. If something doesn't work out (i.e. barely fail a dungeon and lose all my accumulated equipment), I can just go back to the original tab.
The "multiple tabs" approach does make things funky with equipment, however. I'll have ~20 shield/weapon, open a copy in a second tab, and the equipment immediately jumps to ~90 shield/weapon. Saves time, so I'm not complaining.
I was really hoping that beating this game would show the password to Idling Through Loops, since that page is password protected, but sadly not. I loved that game as well. Bummer :(
This has come together so nicely over the months!
*spoilers*
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I love how the double-jump can be used to find 'secret' areas. It really captures that sense of mystery. Looking for a mushroom cap that lights up at the perfect frame to assist in this. It's out there somewhere!
I *think* that one of the butterflies flew off to another screen and got lost somewhere in the world. Hopefully I can track them down or they respawn in the original screen but I need to test this more.
I may try to decode the rune language to see what they say :D maybe the runes are just translations of the area names?
Only downside of the demo is accidently falling into a screen of no-return where the demo ends and having to load a save.
Favorite tune so far is when scanning the comet. So ominous!
Really cool concept and fun to play!
1. I've finished the game and I'm still not sure what the mushrooms and sticks were for.
2. Likewise would be more straightforward if non-scrolls could not be equipped (ex. chip) so that the player doesn't try to use those items around the map.
3. Perhaps spell menu and interact should be Z and X buttons, for times when I'm trying to talk to someone or open a chest but I end up opening the spell menu because I'm not close enough.
4. Lastly, movement may be smoother if the spell menu only works while holding Z, instead of Z being used to toggle the menu on and off. There were plenty of times that I tried to run away from enemies but was stuck in place because because that menu was still open.
Never tried for the shop, but I like refreshing for Matthew to find a specific item with a build in mind. It doesn't feel too cheesy since the run didn't really start yet.
I'd actually prefer to make that even easier, where Matthew gives you 3 choices to pick from (or even shows the entire rare table) so you can start from the beginning with whatever playstyle you're looking for. More class options in a future update (like getting a wind mana stone) would help otherwise.
Just wanted to say that I hope all of these bug/question comments from players aren't disheartening!
From a creator's standpoint, one might think "Oh no, everyone seems to have some kind of problem with it!", but it just goes to show how great this game is - people like it enough to learn about the small details and make it even better.
Personally, this is the best dungeon crawler I've played in a long time and I'm looking forward to a possible full release in the future.
Really loving the new updates! The balancing up to the level 9 boss feels very well done.
Am I misunderstanding the potion "removes all status effects on self" or is it bugged? It does not affect the burning status effect on myself.
Maybe these are coded as an enemy status effect? If so, it is confusing that the status is shown under my character.
Hint 1: Your goal is still to move the "<" block down from the top row, allowing you to freely get it to its destination.
Hint 2: You'll be pushing the "<" block onto a 3-block conveyer path that you create
Hint 3: You'll need extra help to give that "<" block that final push into the middle row. The last unused block will help you do this.
*A-7 Spoilers*
Edit: This is a puzzle that the creator removed unintended solutions in their recent update. I'm not sure if the solution I'm giving is intended or not.
Hint 1: This puzzle requires you to circle back around the map to solve.
Hint 2: You want to build a bridge from the top-left ladder to the middle island. Once you do that, position the "<" block into the top-left corner of the middle island, leave the level via the ladder on the right side, loop around the map, then travel along the bridge you built to push the "<" block.
Hint 3: A tip while building the bridge, keep the "<" block alone in the top row when rearranging the other blocks. You'll be pushing the other blocks north from the top-left corner of the island while the "<" block is separated on the top-right corner of the island.
Hint 4: I believe the order of blocks that you push off the island to make the bridge is > > ^ <.
Hint 5:
Your bridge will look like
top-left ladder > > V > connecting top top-left of island. Loop around map, follow bridge pushing "<" down one, and move it to the final spot.
Incredible puzzles that are not for the faint of heart yet very rewarding! The thought that went into designing each level is very impressive, well done.
Just when you think you've beaten the game, another section of the map unfolds with more great puzzles. As an added challenge, players can occasionally bring blocks back to older levels to solve a path to the secret buttons around the map.
Looking forward to what else this game has in store.
*B-6 spoiler*
Hint 1: stand on the ladder island with a double-stacked block adjacent to you so that you can push it
Hint 2: you want to push the double-stacked box into a purple path that ends up on the ladder island. Once you do that, follow the loop yourself!
Hint 3:
> | V |
double-stacked box | V |
player on ladder island | < |
push up, then follow loop.
Such a fun game, and I love the manual!
1) I finished with the artifact with 5 extra keys. I *think* this is the most you can have. I understand the 5 key buffer gives you some lee-way, but the gate could have had a perfect run requirement and still not be too challenging.
2) Especially towards the end, there were some random red locked doors in the corners that didn't seem to do anything. (Perhaps they're just a key stash to prepare for grabbors?)
3) When holding left/right/up/or down, Zana moves one space, stops, and continues in a line. Movement would feel more smooth if Zana always moved uninterrupted when holding a directional key.
Overall, great puzzles and artwork. I would definitely play more
Thanks for the reply. This really is an amazing start and I would definitely play more if you choose to develop it further!
Here is some constructive feedback:
- The ability to remap dash and jump to x z would make things a bit more comfortable
- Maybe put the current end of content (ex. after dash is obtained) in the description
- Jumping up from the top of one room into an upper room sometimes isn't smooth, as the music changes and switches back when you fall down to the original screen. In those scenarios, you could reposition the platforms on the upper screen (lowering them or make them bigger) to reduce how often the player falls back down unintentionally
- The green wheels of death could look a little more "dangerous" like spinning buzzsaws (if that is what they're supposed to be) - to visually make their purpose more obvious.
- The dark purple teleporter fields don't really match the style of the environment (maybe should be more pixely?)
- I could see some really fun upgrades in the future, like the ability for your ghost form to dash a short distance, dashing upwards or double jump, more enemy types, a conveyer belt mechanic (fitting the theme like grass pulsing in one direction), a type of wall that only breaks when you dash into it, ghost only keys, candle placements which act to replenish ghost countdown to cover greater distances, etc.
Excited to see where this goes next!