i liked this one a lot more than i expected to based on the first level haha. the ending was clever too, tho i don't think i would have figured it out if you hadn't explicitly said it was possible (i thought it was bugged at first) and that you'd taken inspiration from softlocked
oh for sure, idk why i saw that and anticipated "different level layouts with the same arrow layout" instead of "same level layout with different arrow layouts" :P
Fun Fact: The original kernel of inspiration for this game was actually the robots that did cleanup work at Three Mile Island. If I'd gone further in that direction then probably the game that resulted would have been a lot less cynical than this ended up being. But pretty quickly I wanted the player character to be transparent so that the arrow buttons would be visible behind them, which meant I decided they should be a ghost, and the rest of the game kind of fell out of that.
I would also argue that this game is on-theme if you stretch a bit, not that it particularly matters considering that the theme is optional anyway. But I'd argue that the circuit board the player character is trapped in constitutes a "locked room" and, maybe more abstractly, the room that the robot is in is also "locked" from one level to the next.
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i liked this one a lot more than i expected to based on the first level haha. the ending was clever too, tho i don't think i would have figured it out if you hadn't explicitly said it was possible (i thought it was bugged at first) and that you'd taken inspiration from softlocked
thanks, I'm glad you ended up enjoying it! I kind of figured the first level was necessary just to make the arrow-controls comprehensible at all.
oh for sure, idk why i saw that and anticipated "different level layouts with the same arrow layout" instead of "same level layout with different arrow layouts" :P
I love how it makes Microban 1 feel like a totally different puzzle every time!
thank you, I'm glad you enjoyed it!
Fun Fact: The original kernel of inspiration for this game was actually the robots that did cleanup work at Three Mile Island. If I'd gone further in that direction then probably the game that resulted would have been a lot less cynical than this ended up being. But pretty quickly I wanted the player character to be transparent so that the arrow buttons would be visible behind them, which meant I decided they should be a ghost, and the rest of the game kind of fell out of that.
I would also argue that this game is on-theme if you stretch a bit, not that it particularly matters considering that the theme is optional anyway. But I'd argue that the circuit board the player character is trapped in constitutes a "locked room" and, maybe more abstractly, the room that the robot is in is also "locked" from one level to the next.