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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September 02, 2024
reliquia park [browser]
Welcome to Reliquia Park! Discover strange relics left behind by the previous inhabitants of the forest, and learn how they work in this puzzle game by Parachor.
17 comments:
Anonymous
said...
Enjoyable so far. Found a few secret code Sigels. Got stuck on spire 10 for a bit, now it is on 15. Will come back & try another path when I get some time. Love these one day off long weekends lol.
No luck on Spire 22 as of yet. Checked the hints for it, but honestly it wasn't much assistance, felt like stuff I had already figured out by that point
I-m literallly trying it "physically" on a chessboard... The hint say is not a pentagram-5pointstar... but I just don't see how that would possible to have 5 lines with 10 points and not the structure of a star, which means a pentagon on the inside and another in the outside...
anyway, in that case, it could mean that none off the 5 lines are parallels, so the can't be all horizontal-vertical-45degrees ... at least one (or more) of the 5 must be like the L shape of the knight . But Im giving up because I fell I tried everything
So sorry I was assuming that I had to light them all up. S19 opened with half lit. & S20 has so many ways to light them all up. What is the goal here if not to light them all up?
for spire-22 and related puzzles, here's my systemic approach:
- you might have guessed, but to make 5 lines at all, 10 is the minimum. Having a point be at the intersection of 3 lines is no good, since you'll run out of spires just making those 3. So every pair of lines has to intersect on a grid space, and every point is at the intersection of a pair of lines (no "dangling" points). - as such, you can't have parallel lines. making 2 parallel lines with 8 is less efficient than making 2 intersecting lines with 7. Thus at least one of them must be a knight move angle (since you run out of directions if you stick to orthogonal/diagonal) - start with two lines and call them line A and line B. call their intersection O and the other six points A1, A2, A3, B1, B2, B3. Based on what we've said above, line C must intersect lines A and B at points we've already defined, so e.g. C contains both A2 and B1. But that must mean A2 and B1 form a line in a valid direction. - So actually, the 3 missing lines are found by pairing off A1, A2, A3, B1, B2, B3. If this can be done w/ the right slopes, then the only condition left is if the 3 missing lines intersect on grid points. But if e.g. A3 is very far away and forms bad angles with all of B1, B2, B3, that means you can immediately discard this option, because A3 has no valid partner. This speeds up the search a lot. - I started with line A as the knight-move line and sketched several possibilities for line B, trying to find ways to place B1, B2, B3 in ways that would form these line pairs. Or line B might also be a knight-move line, which makes things very restricted. Once you find a valid pairing, it already completely determines the last few points, if possible. - As a last few points, remember that still none of the 3 "missing" lines can be parallel, so your pairings also have to have different slopes. Additionally, don't forget that the intersection can be anywhere along line A, not just one of the endpoints. You'll miss some possibilities if you force the intersection to be the last or first.
If you are you looking for a solution or a walkthrough for one of the game links, please have a look in the comments.
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17 comments:
Enjoyable so far.
Found a few secret code Sigels.
Got stuck on spire 10 for a bit, now it is on 15.
Will come back & try another path when I get some time.
Love these one day off long weekends lol.
The rule tutorials that rely on block pushing are really nice.
Currently stuck on spire 20, and can't figure out the lightning bolt totem's rules.
Got the other 3 sections completed, so nearly there.
-Make that spire 21 now.
Finally made it to spire 22. 8x8 with 10 lamps.
Just spent nearly an hour on this one and haven't been able to make anything work. Any luck yet?
No luck on Spire 22 as of yet. Checked the hints for it, but honestly it wasn't much assistance, felt like stuff I had already figured out by that point
I-m literallly trying it "physically" on a chessboard...
The hint say is not a pentagram-5pointstar... but I just don't see how that would possible to have 5 lines with 10 points and not the structure of a star, which means a pentagon on the inside and another in the outside...
anyway, in that case, it could mean that none off the 5 lines are parallels, so the can't be all horizontal-vertical-45degrees ... at least one (or more) of the 5 must be like the L shape of the knight .
But Im giving up because I fell I tried everything
There's sort of an additional hint if you enter the secret trials for spire. Same puzzle but with more limitations
Finally beat Spire 22 \o/. Though that extra section looks significantly tougher
This is the best "box pusher" i've ever played, thank you Bart!!
I lit them all 2 different ways on spire 18 but it won't open still. wtf.
ok spire 18 has many solutions but the 3 way works.
So sorry I was assuming that I had to light them all up.
S19 opened with half lit. & S20 has so many ways to light them all up.
What is the goal here if not to light them all up?
it has to do with *how* you light them up - try making one line at a time and seeing what changes around you
Have found 4 of the five codes for the secret areas (No idea how to find the totem one) but so far have only beaten the glyph area
for spire-22 and related puzzles, here's my systemic approach:
- you might have guessed, but to make 5 lines at all, 10 is the minimum. Having a point be at the intersection of 3 lines is no good, since you'll run out of spires just making those 3. So every pair of lines has to intersect on a grid space, and every point is at the intersection of a pair of lines (no "dangling" points).
- as such, you can't have parallel lines. making 2 parallel lines with 8 is less efficient than making 2 intersecting lines with 7. Thus at least one of them must be a knight move angle (since you run out of directions if you stick to orthogonal/diagonal)
- start with two lines and call them line A and line B. call their intersection O and the other six points A1, A2, A3, B1, B2, B3. Based on what we've said above, line C must intersect lines A and B at points we've already defined, so e.g. C contains both A2 and B1. But that must mean A2 and B1 form a line in a valid direction.
- So actually, the 3 missing lines are found by pairing off A1, A2, A3, B1, B2, B3. If this can be done w/ the right slopes, then the only condition left is if the 3 missing lines intersect on grid points. But if e.g. A3 is very far away and forms bad angles with all of B1, B2, B3, that means you can immediately discard this option, because A3 has no valid partner. This speeds up the search a lot.
- I started with line A as the knight-move line and sketched several possibilities for line B, trying to find ways to place B1, B2, B3 in ways that would form these line pairs. Or line B might also be a knight-move line, which makes things very restricted. Once you find a valid pairing, it already completely determines the last few points, if possible.
- As a last few points, remember that still none of the 3 "missing" lines can be parallel, so your pairings also have to have different slopes. Additionally, don't forget that the intersection can be anywhere along line A, not just one of the endpoints. You'll miss some possibilities if you force the intersection to be the last or first.
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