I hope for this game to come out some day, but at this point I'm not holding my breath.
@mikanhako26829 күн бұрын
It has been put on the back burner for a long long time
@nicolasclement2314 күн бұрын
Ah, it's not yours. The channel is full of sokoban concept !! I was starting a list with commercial acclaimed sokoban (sokobond, patrick's parabox, stephen sausage, etc). I'll have a check !
@nicolasclement2314 күн бұрын
Great !! :) I was brainstorming myself to find new concept around sokoban. I had your idea about shadows (i add light block that could be moved). I develop a small draft. I name it the same names as yours (the joke is too perfect !). And here we are : your concept is already perfect and clear ! Congrats.
@LowPossum18 күн бұрын
Great playthrough! I'd love to talk to you about your experience with puzzle games if you'd be interested in recording an interview like that!
@Patashu20 күн бұрын
I enjoy NinaBirb's puzzle games a lot. They're low in difficulty but explore fun and interesting mechanics.
@瑟琴-w9i26 күн бұрын
Rake.
@safi1408127 күн бұрын
bro the last one (Pairer) was hell
@tester-h4yАй бұрын
i feel like this is much harder compared to other puzzles on the same week 💀
@noface7842Ай бұрын
Ajfkkduhh I love seeing someone play SS for the first time, love you found out the "twist" before you found THE twist
@AcousticJammTheGamerАй бұрын
Head of the game's team here. Hope you enjoyed the game! We had a lot of fun making it.
@BrendaK7200Ай бұрын
As the person who sprited the animals, those "horses" are actually supposed to be pigs lol Hope you enjoyed the game though
@mikanhako2682Ай бұрын
Oh, pigs are also fed carrots, lol Nice game
@gapatoleАй бұрын
The game is now free, you will keep playing it?
@mikanhako2682Ай бұрын
Oh yeah, maybe
@lazugod1Ай бұрын
Thanks for playing! The notes on the sides are really neat.
@PatashuАй бұрын
Teal Knight says you did the intended solution and wonders what you thought of it.
@mikanhako2682Ай бұрын
This is cool, like digging. I don't know how the author found that it can free 12 blocks. I first tried to free 2 columns ices, then tried 2 rows. Then I realized that the key to the level was how to free a star, and found the way at 22:50 and 31:58. The next question is how to free 12 ices or 11 ices + 1 box, because by directly digging two columns, a maximum of 11 can be freed. It's not very difficult. I noticed that I can only free the outer blocks, and I had to dig 3 of them. After some imagination, I found a way to do that.
@aidenchen2081Ай бұрын
Like the game but I think more permanent var’s should have a different keyword Like Keep, Hold Or give it (and var’s like it, Like Gems and Coins, a different color.
@aidenchen2081Ай бұрын
What is the Screenshot program you are useing
@mikanhako2682Ай бұрын
It's Snipaste
@KanhongZhong2 ай бұрын
我去!解谜仙人
@qwaffles_2 ай бұрын
:D
@Patashu2 ай бұрын
I enjoyed this set of mechanics a lot. There's so many ways to do the ending and I wonder which one was intended. Besides the two ways you reached top left, I found a third - you can temporarily have one of the crates in the north room off of its target so you can cross along it, then later fall down, fix it and void. I also didn't know you could solve the 2xN room on the west in a way that lets you extract blocks.
@Patashu2 ай бұрын
Oh almost forgot, I think all your Confounding Calendar videos (from all years) should be in a playlist.
@mikanhako26822 ай бұрын
When I do the idea, I suddenly realized extracting blocks is unnecessary. I have seen a lot of fun ideas, but the key step all is keeping the last door closed. Take out directly 4 stones from 14 is possible. (Total maximum is 6, if passing through a wall)
@Patashu2 ай бұрын
Enjoyed this one a lot. I was wondering if our solve paths would be identical and they were.
@mikanhako26822 ай бұрын
There are two or three ways to make the upper half I found.
@Patashu2 ай бұрын
Very surprising and creative mechanics!
@mikanhako26822 ай бұрын
Yeah, I'm looking forward to it becoming a full game
@Patashu2 ай бұрын
The presentation is great, and the concept of collecting and toggling global rules sounds intriguing.
@Patashu2 ай бұрын
100%! Amazing work getting through *every puzzle*. And it helped me refine the puzzle quality a lot, so thank you again! I have plans to make more puzzle games in the future, but I haven't started the next one yet. Maybe something will come out in 2026...?
@mikanhako26822 ай бұрын
@@Patashu Excellent Game! Still a lot of puzzles and tricks to explore after "100%". I am also looking forward to more new contents!
@Patashu2 ай бұрын
@ If you're itching for more, I recommend playing the first community chapter, 'Voices from the Void'. Many puzzles in it feel like they're from an alternate universe.
@mikanhako26822 ай бұрын
@@Patashu I played a part of it, and found 4+ cheeses from the first 9 levels XD
@Patashu2 ай бұрын
@@mikanhako2682 LOL, yes. Unfortunately Neonesque isn't updating it anymore. The puzzles that'll make you go 'woah, cool' are Proxy Timeline, Spacetime Oven and Out of Service IMO.
@calvindang72912 ай бұрын
The Last Pit and Braid (Loop 2) were buffed last version, but it shouldn't take long to resolve if you want to. This also isn't the idea I wanted for Tall (Loop 2), so I think I will change it for the next one. (Move light goal down 1 left 1.)
@mikanhako26822 ай бұрын
I noticed the way to move heavy. So, moving light goal 1 left only or 1 up only is possible.
@calvindang72912 ай бұрын
@@mikanhako2682 Oh. I couldn't find a way to make light go (and stay) up, but I found it now.
@calvindang72912 ай бұрын
I can't believe I missed this for -1-8... It will be changed next update, I like my solution better.
@mikanhako26822 ай бұрын
yeah, but I don't have idea how to force that.
@calvindang72912 ай бұрын
@@mikanhako2682 I just added a No Heavy high up in the shaft so that using your solution bumps into it.
@mikanhako26822 ай бұрын
@calvindang7291 Oh indeed, I missed this
@calvindang72912 ай бұрын
That's a complete cheese for Sudden Stop, I don't know how I missed that. (Fixed version makes you move light into position at the very end.)
@calvindang72912 ай бұрын
The Zombie Pit is actually possible without using the zombie tiles. (The Magenta Pit [VAR5] in community; I did 8/2 there because I think it's more interesting but 6/3 is possible too.) So is Island of Stability, but that one is easy.
@Patashu2 ай бұрын
Thanks for your solves! A-2X Gain Leverage: I like your solution to left side, I'll think about if it's forceable. A-3X Blackberry Bush: Very interesting solve. I'll have to analyze this in detail later to see if I can learn new tricks from it. A-9X Hidden Potential: Just now realized there are two solutions to this. (You do something similar to my solution but the intended solution is totally different.) I'll ask dead0ne if anything is desired about this.
@Patashu2 ай бұрын
Thanks for your solves! A-1 Hardtack: This is cheese, but now that I poke at this puzzle it's swiss cheese. It might need a redesign, I'll try to think of one another time. A-3 Slippery Glass: Freeform (I had Light get rid of the floorboards, your trick where you perma-break the floorboards by pushing Light during a rewind is very cool). I don't think I'll try to distinguish these, any way is good and Slippery Glass [VAR1] tests your full understanding. A-6 Simultaneous Smuggle: Slightly different way to do the ending, but I'll take it. A-13 Green Adventure: I guess you can bring Heavy to the left side going BOTH ways around the loop and both work. ([VAR1] forces this, though neither particular order, and then its (Remix) forces the 'intended' solution to Green Adventure. Pretty happy with anything, I think.)
@Patashu2 ай бұрын
Thanks for your solves! [-]-2X The Gray Phase Pit [VAR1]: I like the novelty of your solution and it's strictly harder than mine, so I'll buff the puzzle to require it.
@mikanhako26822 ай бұрын
There are some redundant steps in the solution of [-]-2X. Actually, it can be more concise and clear. The Replay: The Gray Phase Pit [VAR1]$mturn=24$ddxaaaxwxaxzadwxaxzaxdxzdxzxzzzddxa
@Patashu2 ай бұрын
@@mikanhako2682 Oh cool, I can make the ceiling 2 tiles instead of 3 now.
@Patashu2 ай бұрын
Thanks for your solves! * Ω-2X Annoying Racket: I actually like your cheese better than my intended solution LOL. I think I'll prevent my intended so your solution is all that works, and put the old solution in (Remix). * Ω-3X Rink: Interesting that both assignments of robots to crates work and give the same turncount. Maybe I could distinguish the two but I don't feel a strong urge to as both are the same kind of hard and cool. * Ω-4X Collectathon: This puzzle got nerfed for difficulty balancing reasons (and because finding it is frankly magic). Collectathon [VAR1] is the original. * Ω-6X Midnight Parkour: I see some cheese, and I've cleaned it up for the next update. * Ω-8X Permify: It is known that you don't have to use the magenta crystals properly, but I can't think of a way to enforce this without new technology, so I've let it be. * Ω-9X Celestial Navigation: Large, complicated and freeform. A better 'night/stars' boss puzzle could be made but just thinking about it makes me feel tired, lol.
@Patashu2 ай бұрын
Thanks for your solves! 10-0X Elementary: Can be buffed (see Elementary [VAR1] in Community Levels) but I just wanted a basic puzzle where you're worried if you picked the right time crystal distribution or not. Probably other ways this could have been done. 10-4X Smuggler: Clever alt. Will de-cheese this for next patch. 10-5X Frangible: This puzzle is a bit loose (don't have to have the crate fall down the glass, would be possible without the time crystals) but I don't feel like thinking about this any more. It should be satisfying anyway. 10-6X Switcheroo: Lmao, clever cheese. I'm not currently sure how I'd fix this. 10-7X Stairway to Heaven: Your solution is so much cleaner than mine, I love looking at it! (Currently don't think I'll make any changes to this one but maybe it can be made harder?)
@Patashu2 ай бұрын
Thanks for your solves! 8-1X Light Hurting Service (fixed): lmao, I never thought about how the No Light lets you ratchet BACK towards the wall. not that it's especially useful but. 8-2X Dragon's Gate: This gave me some ideas to buff and de-cheese the puzzle, will be in the next update, thanks! 8-3X Help Yourself [VAR1]: Slabdrill has proposed a buff for this, then I found cheese in it and fixed the cheese. (The cheese was funny so I left it in the (Insight) for that puzzle.) Should be in the next update. 8-4X Skip: It was possible to require this trick in earlier puzzles, but this is a nice 'sharp' requirement for it that works even with infinite turncaps. 8-5X Impossible?: Found as cheese in King Crimson [VAR1] but the cheese is so clever I had to dedicate a puzzle to it here! 8-8X Final Spikes: Ah, OK, so there's cheese if Light breaks motionlessly in the first room and then Heavy can push Light all the way through. Slabdrill had an idea to partially de-cheese this - it doesn't prevent the dual solution in the first room but at least means you have to swap in the middle room. 8-9X Final Campfire: My Author's Replay for this has some extra steps that I think are completely unenforceable so this is probably just what the solution actually is. 8-10X Airdodging: Probably lots of slightly different ways to execute this but fun to untangle. Love your 'oh no, the robots are in the wrong order' emergency fix at the end.
@calvindang72912 ай бұрын
Board Ring A was made before floorboards could affect things that aren't walls, it's not supposed to cancel out that second No Rewind. I'll fix it, although it's not that important. Also I thought about The Phase Lightning Pit some more and now I do think 2 heavy is impossible.
@Patashu2 ай бұрын
Thank you for your solves! 7-0X Let Me In! [VAR1]: Got an idea to de-cheese this while watching your play, will be in the next update. 7-1X Double Glazed [VAR1]: I found some ways to tighten this puzzle up, though I still think it's a little banal. 7-2X Heavy Moving Service?: LOL. Don't tempt me. (This puzzle isn't too hard anyway, I just want to scratch that itch of 'here's a glass wall, bet you can't use ALL of it) 7-3X Icy Hot: I like your alt for getting Light past the right glass block, but I didn't intend for this move to be possible, and it shortens the longer intended solution (you can just divert at any point and do this instead). I'll try de-cheesing this for the next build. 7-4X The Glass Pit [VAR1]: Slabdrill made a buff for this that I've accepted into the next update. 7-5X Campfrost: I'll de-cheese this slightly with another No Light. 7-6X Campfrost?: Your solution is really pretty, but completely different from intended, and I have no idea how to artfully prevent it, and I don't want to just have 'Campfrost but harder' immediately after Campfrost, and I also don't want this to be the base Campfrost. Lmao. I'll cut these puzzles for now and maybe some form of them will return in the future... 7-7X Spelunking?? [VAR1]: You can do this without digging out the ceiling, but it was such an unfun experience and I like the subversion of this joke, so I've left it as-is. 7-8X The Race: Intended, though I don't know if the process of solving it feels good (you either get lucky or hope to find the magic sequence that works by brute force). 7-9X Ladderworld (ladder shortage): Interestingly few glass blocks broken! This puzzle could probably be buffed but I don't feel a strong desire to. I would love to come up with a more interesting puzzle about using glass blocks to go up but my mind is blank. 7-10X Deconstruct: Hooray, exactly intended solution! This might need a nerf for difficulty balance reasons, but I hope not to need to as the solution is so beautiful and I'm so happy it works.
@Patashu2 ай бұрын
Thanks for your solves! 6-2X LEVEL_NOT_FOUND [VAR2]: I got inspired to check this puzzle again, and found both Heavy and Light can go one tile further horizontally! (A few different Light goal positions are possible, even, but I picked the one that's symmetrical.) Buffed for the next update. 6-4X Blue and Red [VAR1]: Pretty freeform, I just wanted a non-trivial blue/red puzzle at some point. 6-6X The Gray Pit [VAR1]: I've playtested Slabdrill's buff for this puzzle and accepted it for the next update. 6-7X Paper Planes [VAR1]: I didn't have an intended lynchpin in mind when I made this, I just wanted to see if it was possible. 6-9X The Magenta Pit [VAR2]: You can solve only bringing Light up to the wooden platform once, but I can't enforce that. (And I think most of these VARs are superceded by Slabdrill's [VAR4] and [VAR5] anyway?) Amused that you made it harder for yourself by desyncing Heavy left so you had to reverse the desync later. (I guess I could make that part of the puzzle but I don't think it's what the puzzle is intended to be about, haha) 6-11X The Magenta Pit [VAR3]: The magenta pits are possible without bonking on the side walls, and at this point in difficulty/player mastery they start to become tempting options, so I'll remove them.
@Patashu2 ай бұрын
Thanks for your solves! 5-0X Weakness: I found two solutions constructing this and couldn't find a way to disambiguate them I liked. Both are cool and thoughtful so I'm fine with it. 5-1X Third Roommate [VAR1]: Known to be multiple solutions. At this point as long as there isn't a too easy solution I'm commited to not touching this any more, lol. 5-3X Levitation: Freeform, just giving the player room to experiment until they get it. 5-7X Shipping Solutions: Very cute final Light moves! 5-9X Invisible Bridge (for Crate): I think this is now the third distinct solution I've seen for this puzzle, but I don't have any ideas or desire to disambiguate as they all are quite tricky. 5-10X Jenga: Much more composed looking ending than my 'desperate flail to not have one of the robots fall down' solution I found! As long as there's not any 'too easy' solution I don't plan on buffing this. There is a Jenga? in Community Levels that's quite mysterious.
@mikanhako26822 ай бұрын
I have a solution to solve 5-1X Third Roommate [VAR1] with 17 turns. But it may not be easy.
@Patashu2 ай бұрын
@@mikanhako2682 Nice. You're always welcome to submit custom puzzles to me if you think they showcase something cool and aren't appropriate for the main campaign.
@Patashu2 ай бұрын
Thank you for your solves! 4-2X Trophy Cabinet [VAR1]: This puzzle has had so many cheeses lol. I'll fix for the next update. 4-3X Bonfire: Interesting, now I see there are multiple other ways of getting Heavy into the fire. Feels fundamentally unfixable without a new idea, but at least all the solutions end with you doing the same thing. 4-4X Trophy Cabinet [VAR2]: Slightly different executions of the ending are possible but it's basically the same idea. 4-6X Foot Wiggle [VAR1]: Interesting alternate solution. I can prevent it by adding a No Heavy either 1N1E or 1N2E from Heavy's goal, but I actually think yours is cooler so I instead wonder if *my* solution can be prevented, haha. 4-7X Foot Wiggle [VAR2]: There are two solutions, and both are very interesting to find. Foot Wiggle [VAR3] and [VAR4] in Community Levels disambiguates them and are very high in difficulty. 4-8X Rocket Engine: It is known that you can get +1 tile, and rumoured you can get +2 tiles. Still, it's tight enough that you do the intended mechanic so I have no desire to buff this. 4-9X Jet Engine: Good solution, but I had a different one in mind that's less similar to Rocket Engine. I'll de-cheese for the next build. 4-12X Firefighters (ladder shortage): This puzzle was nerfed for difficulty balance reasons. [VAR1] is in Community Levels for the original experience. There isn't really an intended trick here, I just made something to be as hard as possible and then was happy to solve it.
@Patashu2 ай бұрын
Thanks for your plays! 3-0X S for Solid Puzzle Design: Some buffs are possible (preventing Heavy from entering the left column, preventing Light from having a space where it can safely move and rewind infinitely while Heavy gets set up) but I think it's a Cool S as it is and I don't want to mess with it too hard. 3-2X Remote Voyage: Tunnel visioned on my intended solve so didn't realize this works too. Decheesed for the next build. 3-5X: Hawking Radiation: I never thought you could get to that ledge, so I never evaluated its usefulness. Decheesed for the next build. 3-6X The Spikiest Pit: There's a second way to get Light into the middle at the end (have Light go to the east and break, heavy steps right, light rewind-bumps into heavy and is now grounded above the pit) but it doesn't seem easy to distinguish the two methods. 3-7X The Spikiest Pit [VAR1]: Slabdrill found some cheese so I'll re-arrange the spikes here. I'll also re-arrange the spikes in The Spikiest Pit, not sure if it allowed for cheese or not, just to make the two puzzles look nicer. 3-8X Heaven: Heaven [REV1] in community levels has optimized movecaps and it's very beautiful. 3-10X Unfinished Bridge: Looks like there are lots of slightly different ways to get Light across at the end. I don't feel an urge to buff this puzzle, but I bet interesting buffs are possible. 3-11X The One-Way Pit [VAR2]: It's so terrifyingly difficult! This key move was found by a playtester and I never would have thought of it.
@calvindang72912 ай бұрын
Intended for [-]-6X (and why the movecap is 4 instead of lower; i think it's possible with 2/3 but haven't tried) is to do what you did at 1:23:55, but make Heavy go right instead of left so that they land on Light after they leave the pit (and then you can rewind over the pit and fall down safely). What you ended up doing is fine too, though.
@mikanhako26822 ай бұрын
2/3 seems possible. But I don't have idea to solve it. I can only move heavy 1 right.
@calvindang72912 ай бұрын
@@mikanhako2682 Have you done The Last Pit [VAR2] (in chapter -1) yet? If it's possible it would be really similar to that.
@Patashu2 ай бұрын
[-]-1 Heavy Footing: I see some cute solutions inspired by your attempts, but they're too cheesy (you can solve the puzzle if the red phase blocks become No Heavy, for example) and their cuteness is preserved in intended solutions to Just 3 Steps later. I'll fix it for the next build. [-]-2 The Blue Phase Pit: Very amusing! Some slightly different solutions are possible but [VAR1] is strictly harder. [-]-4 The Gray Phase Pit: There are two naive solutions to this puzzle, but both of them are about interacting with the gray blocks so I'm fine with it. Plus the [VAR1] prevents both and is strictly harder. [-]-5 Safety Glass: This is known to have a lot of cheeses, but all the cheeses got made into harder puzzles already (Safety Glass [Safety Shortage], Purple Safety Pit, finally Sandra's Magic Trick in Community Levels), and the glass lets you learn to interact with gray blocks while still learning the mechanic, so I'm fine with it. [-]-7 Just 3 Steps: Slabdrill has proposed a de-cheese to this puzzle that I've accepted for the next build. (It will also include a (Remix) that lets you do this cheese and has lowered turn counts to force it.) [-]-11 Bunnyhop: Tested just now and there's lots of slightly different executions (found two distinct 16 turn solutions for example). I think all of them are OK because they all make you do the Bunnyhop [tm] and synchronize the end. There's Bunnyhop [VAR1] in Community Levels but I can't solve it.
@mikanhako26822 ай бұрын
I done Sandra's Magic Trick, it's impressive. I don't have idea to solve Bunnyhop [VAR1]
@Patashu2 ай бұрын
10-6 Reflections: There is a Reflections [VAR1] in Green's community chapter that is strictly harder, but I have no idea how to solve it. 10-7 Erase: Your solution to the bottom crystal is very amusing, yet somehow a strictly harder version of the intended solution! (I could, if I wanted, de-cheese this by making there be space under the green one-way south to fall into, but I don't feel the desire to.) 10-8 Memento: Along with Delivery (and probably Growth and Wither) these have multiple solutions, but there aren't any solutions that are so easy they're cheesy so I don't currently desire to mess with these. (There is, notably, a Wither [VAR1] in Green's community chapter that is VERY hard.) 10-9 Remembrance: Heh, a very advanced way to do the top half that just gets you softlocked at the end. 10-10 Recollection: I see this is possible with just 4 Heavy moves using the intended solution, so I'll drop Heavy's turn cap to reduce the odds there's some cheese (win without using the green crystals properly). 10-11 Conservation: There's probably a lot of slightly different ways to do this and maybe it could be made tighter and more interesting but I'm not sure what to try. Ok, FINALLY I've watched you play every Standard puzzle (pre-post-game, of course). I'll make a new build now with my changes so far and continue to watch for Advanced/post-game changes.
@mikanhako26822 ай бұрын
I have solved Reflections [VAR1]. The influence of purple crystals on position is very interesting! Wither [VAR1] require consuming all movements. It's so cool, but I have no idea how to solve it.
@Patashu2 ай бұрын
Ω-6 Engine Room: You can win without moving the clocks. But I allow it because it's fun and playful and might help someone figure out the interaction if they don't guess to try it. Ω-9 Rewind: Ah, the intention of the Stars at the top of the room is so Heavy can be offset to the right to be able to place the blue clock and then get to its goal. But of course you can just use Light for this clock and then Heavy can rescue Light. I'm not sure if what i intended is easy to enforce without some obvious kludge (like putting a No Light, or enclosing the sides with green one ways and putting the goals over there). Ω-Ω A Way In: Nice, very fast solve. Of course, since it's so loose (it's just meant to check the player knows how everything works, not total perfection) you might be amused by [SPEEDRUN] A Way In? and Light's Way In. Ω-ΩX Chrono Lab Reactor: This is the canon solution :D (Before I decided this could be a puzzle instead of just a cutscene, this is what the robots were going to do.)
@m.20392 ай бұрын
Sandra53 here Congratulations on Beating Chronofrag. As of right now it is my hardest level, but that isn't to say there might be more difficult levels in the future.... You'll see a lot more of me in the upcoming community chapters, A-D.
@mikanhako26822 ай бұрын
Hi, I noticed your puzzles. I love Phantom Heist [Low Power]. And Grate Catch make me smile.
@Patashu2 ай бұрын
9-8 Time Stop: I'll think of a buff/rework for this (so you have to interact with the newly introduced mechanic longer). 9-9 King Crimson: As discussed elsewhere, this will be decheesed (adding a roof). 9-10 Nomadic: As discussed elsewhere, this will be decheesed (spikes are green).
@Patashu2 ай бұрын
8-10 Colour Quest: I see some possible cheeses. (I'll define a cheese as 'even if a green aura was not present you could still win'). For example, at the end of your first solve, Light had a down three that you could rewind followed by Heavy reiwnding down two left one, as a replacement for the intended solution (Heavy jumps then rewinds down two left one). I think I'll rewortk I think I'll rework this puzzle so it focuses on enforcement better. 8-11 Lead Planes: Even though it wasn't the solution, I enjoyed seeing you try to use the left crate to help with the right crate. It makes me wonder what kind of puzzles have yet to be explored in this design space.
@mikanhako26822 ай бұрын
@@Patashu yeh, I noticed that in 8-10. I tried a variant without green aura, and it's possible.
@calvindang72912 ай бұрын
omega-0 can be done with the clock set way lower, e.g. see In Defiance of Time [VAR1]. There is also Cascade [VAR1] but I don't know how to solve it.
@m.20392 ай бұрын
Congratulations on Beating A Way In!
@Patashu2 ай бұрын
7-0 Aaah!: Very humorous solution! 7-7 Double Glazed: Slabdrill suggested a buff which I'll look at to see if I like it. 7-8 The Glass Pit: Very strong solution! 7-10 Aquarium: It's possible without Light breaking. I could enforce it by making the level's pit under green one-ways, but I don't feel the need, since the core trick is still required and this is cool too.
@mikanhako26822 ай бұрын
yeh, one of solutions of 7-7 is too simple. If remove the east green one-way, it would be interesting. Without the help of the one-way, my solution is: Double Glazed$mturn=76$wxdxzdxzxzsxwddxwaaxddxwzxzzzzzdddddddxzzzxzzzzzzzwaxddddddaxwaasdxzzzzzzzzaadddddddxwxdxzaas
@mikanhako26822 ай бұрын
another solution is: Double Glazed$mturn=45$xwxaxzassxaxzzxzxzxzadxdwdxwxdddddddxdddddxzzzzzzsdxdxddaaxwz
@Patashu2 ай бұрын
6-4 Spontaneous Combustion?: I think I'll add a wall 2 west of Light's goal to stop the 7 turn solution. A complex path can be forced (see Slabdrill's Spontaneous Combustion? [VAR1] in the next build of the game) but it would be too much for Standard. 6-5 Lunar Gravity: The actual solution to the lower half is very straightforward, so I'll allow such 'showoff' solutions. (I feel like the difficulty level difference between Standard and Advanced is so high that players who do everything in order will mess around like this, haha.) 6-6 Leap of Faith: Yeah I should decheese this lmao 6-11 The Gray Pit: An advanced solution for an advanced player. After all, Gray just IS that strong. (Slabdrill suggested changing The Gray Pit [VAR1] to require doing stuff like this this, and I think that will happen.) 6-12 Paper Planes: Very funny solution. (I guess I could make the white one-way easts extend to the bottom of the screen...)