Done - sort of :]
Kirbycarrot
Creator of
Recent community posts
Assuming mechanics work the same as the original, some puzzles have multiple solutions
2 solutions for 3 (Break brick, or make new tile)
6 solutions for 4 (and 1 doesn't even require a hammer) - I don't know how to explain all of them and itch isn't letting me use post images)
2 for 6 (unless you aren't meant to be pushed by the arrows immediately) - upright then downleft or vice versa to get the coin both work.
7 is impossible, it should be 6 moves I know I haven't missed a solution due to parity
3 for 9 and none use the button - white and black can jump left and then right, or only black could and white could do it the other way round (this doesn't require a hammer) - or both could jump right then left
2 for 13 - you can use the boot before or after the knight move
for 15, you forgot about waiting (so there's 7 shorter solutions)
For 16, there's 2 solutions - you can just ignore the portals
Another note, near the end, you had portals between levels, and traffic lights, which were never explored in the original (indeed, I believe traffic lights never interacted with multiple pieces), and could work in multiple ways - so maybe clarify how they work at the end.
Same thing with cracked tiles and multiple knights.
I like the concept, but I find a few problems with this game
1. It's slow - and it doesn't help that when kicking the ball you have to wait a while (which I notice seems inconsistent with the cones)
2. No undo - if you make a mistake - maybe you thought the solution was something else, or even forgot to reorient a player despite knowing which orientation they should be, you have to restart the entire level - this problem is amplified by point 1
3. There should be a level select
4. I was disappointed you never used kicking the ball into yourself, but that's not really as bad as the other points
Nice game.
I'd thought of the potential for a game based on how puzzle script parsed rules and when I saw one I immediately had to try it out.
(Although, this is not how I would have done it)
It was slightly confusing to start with how it didn't matter which direction you are coming from (as [>player|crate] is different from [crate|>player]), but that honestly is probably the best way to do it given it also had to work vertically.
However, a few nit-picks - the colours make it hard to see targets, and the spikes being the same colour as the arrows means you can't see there direction while on arrows.
And some of the middle levels were way harder than future levels (to the point where it felt like they were teaching a trick I already knew)
I also think there was potential for multiple players, as well as overlap, but I know from the little experience I have those interactions would be harder to code and make work
I think I almost got soft locked, had to perform a very hard jump to get out
(light spoilers)
I got the double jump, and then when back to near the start, but decided to travel left again, this time taking the top path.
When I reached a big gap, I double jumped across - I didn't make it, it was too far, but then I respawned at what I can only describe as a collectable, because it didn't tell me anything else about it.
But then double jumping back wouldn't reach the other side, and I'd constantly respawn on the side where the collectible was.
I eventually got out by jumping on the edge of the spikes, where there must not have been hitboxes (I don't know if that was a mistake or intentional leniency, but please keep it in even if it was a mistake) - but I don't think the average player would try to do that spike jump.


