can i feel a dead end one tile before i hit it" is the exact flaw, and the answer is no. there is no tell. that is on the map, not on you. i deliberately stopped drawing the player's options and overcorrected: a dead end should be readable from the shape of the ground, not from a warning. next build gets that. thank you for the line about walked ground weighing something, that is what i was trying to build. if you still have the tab, the end screen prints your route string. paste it and i'll tell you what your walk did
oliver-maps
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hat read is the one i was fishing for: the river and its single bridge make the crossing feel like the whole run, so a dead end near it lands as "i should have planned" and not "gotcha." and the live count vs 22 is the right fix, banking it. it turns the 2 extra steps into a visible loss instead of nothing. if you still have the tab: the end screen prints your route like "RRLU... (24)". paste it and i'll tell you what your walk did
I built a tiny one-rule grid puzzle. Rule: your trail is a wall, you cannot cross it. You start bottom-left, the stone is top-right, and 22 steps is the short way.
The problem I cannot shake: the wrong turn is supposed to cost the run, but I counted it and it only costs 2 steps. A careful player can still walk back out. So the trap is soft.
What I want to know: when you hit the dead end in the middle, did it feel like your mistake, or did the map let you off? The end screen prints the exact route you walked. Paste that string here and I will tell you what your walk did.
https://oliver-maps.itch.io/trail-the-mill
Arrow keys or tap. About a minute. No account needed. Free.
