A demake of gamedesign.jp's "chat noir".
Updated, thanks to your valuable feedback.
Three difficulty modes:
- normal: 6 spots are blocked at start.
- easy: 12 spots.
- practice: 18 spots.
Visible distance is now a toggle and does not reset the current game.
Moves is now a separate setting, 1 or 2 per each of the cat's one move.
Wins are tracked in the upper left-hand corner. Plays are not counted.
Cartdata saves win count, difficulty, visibility, and move setting.
After a win or loss, the game waits for a button press to reset.
Yes, the original is also frustrating. I may have trapped the cat once in all of my attempts in the flash version, and I have made a lot of attempts. That frustration is why I added the extra modes.
I'm honestly not certain every game can be won. Might be worth building some kind of analyzer.
It reminds me a little of a very old game my Dad showed me called The Fox And The Geese.
That would also be an interesting game to see for PICO-8, especially if the computer could play either part.
. . .
Your game is definitely good for the brain and playable (at least for me) where the player gets 2-moves to the computer's one. For that reason, you get a star. :)
Can you tell me please what the numbers represent ?
Feature request: difficulty level affecting the number of initial dark tiles (for example, 3-5 for hard, 6-10 for normal, 11-15 for easy, 16-20 for practice)
Also, i found a bug - the tile where the cat spawns can be generated dark - in this case player automatically wins (t.r != 5 or t.c != 5 should be changed to t.row != 5 or t.col != 5)
Yeah ! Knew it could be won. Twice now. Modified the code this time so when you lose or win, you have to hit a key to continue - so I had a chance to capture my winning moment in print this time. :)
It's an interesting puzzle. It reminds me a bit of a cart I posted on a whim that shows intelligent blockade with computer-generated opponents that recognize each other and the walls they create.
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