Hi! I'm Bart Bonte, a Belgian independent game designer and bontegames.com is where I blog about new interesting browser and mobile games. My own games are all in the left column (or at the bottom of this page on mobile). More info about me and my games on bartbonte.com.
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May 11, 2020
current [browser]
You are tasked with reconnecting underwater grids before the power is turned on, so you have limited moves in the puzzler current created by zzox for the 'keep it alive' themed Ludum Dare 46 game jam.
I replanted some saplings & now my pa says I got to put little fences around each one. I used 4 pallets I stole from work on one, but I need a bunch more now. Also 1 was like over 100 lbs wtf. have to avoid them ones today. Be back to play this later I guess.
For level 2(CAUTION: current): move up through the right hole, keep moving up until you are next to the top one, move it to the left, move above it, move it down in place, and then move the last one in place.
It's really hard to design good puzzles with a move counter mechanic, and this game is a good example of why. A lot of the levels seem to have unintended solutions that take much fewer steps, and the more interesting pushing, weight and electricity mechanics don't get explored as deeply as they could have been because you can't really implement logically complex, multi-step levels if you're effectively punishing the player for moving around.
I replanted some saplings & now my pa says I got to put little fences around each one.
ReplyDeleteI used 4 pallets I stole from work on one, but I need a bunch more now.
Also 1 was like over 100 lbs wtf. have to avoid them ones today.
Be back to play this later I guess.
So, kind of embarrassing, but I can't even get past the second level. Help please? It's hard to procrastinate when I can't get anywhere in this game!
ReplyDeleteFor level 2(CAUTION: current): move up through the right hole, keep moving up until you are next to the top one, move it to the left, move above it, move it down in place, and then move the last one in place.
ReplyDeleteThanks Bart!
ReplyDeleteIt's really hard to design good puzzles with a move counter mechanic, and this game is a good example of why. A lot of the levels seem to have unintended solutions that take much fewer steps, and the more interesting pushing, weight and electricity mechanics don't get explored as deeply as they could have been because you can't really implement logically complex, multi-step levels if you're effectively punishing the player for moving around.
ReplyDeleteIf there were longer & more complex levels you might need an undo button.
ReplyDelete