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I made a smol puzzle game about looping.
Arrow Keys=move
N/X/V=retry
Z/C/M=palette change
Some neat puzzles here. However, I had some trouble remembering which key type in my inventory opened which door. Would it be possible to:
- Make the keys and doors more obviously match each other, such as by putting a diagonal stripe on the door that is opened with the diagonal key, and
- Draw the key symbol next to the count for the number of keys of that type?
My first time through the game:
Only on the last level did I realise that:
Thanks, @Cowirrie, for again playing my one of my games. I should have kept that in mind earlier. I will fix that memorising issue and update the game once more.
The last level was supposed to be a troll level, as I expected the player to not know that there are two pixels on the door, and I suspect that I did troll you 😏.
Again, thanks for playing my game!
@D3V? : Thank you, with those changes I felt able to read the screen and plan out my puzzle solutions.
One problem: I don't believe I needed any retries, but it seems to have counted each new level as a retry.
Looking at the source code, there seem to be two different places that might detect a new level: loop() and trig_bump(). Both call retry(), which increments p_retries. In loop(), p_retries is immediately decremented again. In trig_bump() there is no change to p_retries().
The loop() function looks like an early part of the program which may not even have any effect any more. Is it even needed? But it's probably in trig_bump() and the way it calls retry() that you want to make changes.
Anyway, thnak you for listening and iterating on your design.
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