bontegames

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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December 04, 2024

come again? [browser]

Make sure each target has a box on it, however, avoid the voids. Or not. Since, if you don't avoid the voids, you will respawn at the latest checkpoint. Come again? by not without text for the Confounding Calendar 2024.

18 comments:

Anonymous said...

How do you get into that last room?????

Anonymous said...

[Rot13] Lbh'yy arrq gb qb fbzrguvat jvgu gur purpxcbvag. Erzrzore gung lbh pna'g pybfr n qbbe bapr vg'f bcra.

Anonymous said...

(rot13) purpx jung unccraf jura lbh chfu n pengr ba gbc bs na npgvir purpxcbvag gura snyy vagb n ubyr

Anonymous said...

I don't see how the hints relate to the last room. Could still use some help.

Anonymous said...

(rot 13) guvax bs vg zber guveq-qvzrafvbanyyl

a12r13 said...

Funny one... the last room needs a bit of creative thinking.
Walkthrough here : https://youtu.be/DNBRYUmY7X4

Urban Garlic said...

Another nice one, although I definitely needed help. Oddly, I noticed a lot of the right things (e.g. the geometry of the walls is interesting,), but didn't put it together until I had some hints.

Anonymous said...

A comment on the last game about walking on top of things helped me.

TiCKed said...

Call me overly conventional, (I am 61 years old after all), but I thought the solution to the "last room" problem was completely unfair, and outside the rules as presented to us. (If you need me, I'll be shaking my fist at the neighborhood children as they walk across my lawn). :P

Stevens Miller said...

66 here and I guess us old people are just too doctrinaire for games. If you can extend things along the line that makes the solution possible, there is no reason why the order of those things would necessarily be what it is. Makes as much sense to me that it would be the other way, and you'd still be stuck. In any case, I agree with you completely. This called for testing a possibility that the game not only did not suggest was available, but had provided consistent evidence was not possible in the first place.

If others liked it, I'm glad. I think this solution is bad game design, myself.

Anonymous said...

I agree. I really enjoyed it until that point. There was no reason to know the solution to that room. It felt to me like it was inspired by the really awesome game Orr Zntvp ol RcvpCvxnThl (rot13) which had a similar mechanic, but actually introduced the player to it.

Anonymous said...

Honestly, the only reason I figured out that last mechanic was a combination of having seen it before (games like Sokoban in 3d) and the fact that there just aren't that many other things to try in the ending area.

The bit that honestly annoyed me more was the door. When I eventually figured out the mechanic, instead of an "ohhhhhh" it was an "ughhhh" because i had to undo like a hundred moves of wandering around.

Stevens Miller said...
This comment has been removed by the author.
Stevens Miller said...

"...there just aren't that many other things to try in the ending area." Yeah, that's a lot of why I found this disappointing. When you are the level of trying things because they are possible, rather than that there is any reason to expect them to work, you are doing the game-mechanic equivalent of pixel hunting. Now, you also make a useful point here: when you can't think of anything else to try, try whatever there is to be tried. You never know what's going to work.

a12r13 said...

I'm not yet 60 - but close to it.... it took me time but I did solve the trick. The game would for sure have been easier if "something" during its progress could have highlighted the 3D part of the mechanics. But I would not say this game is "unfair" : when obvioulsy nothing can work, you need to think differently. Here the thinking was quite open, but once you know the solution, you must admit that it was the only "realistic" option.

Stevens Miller said...

@a12r13, I see your point, but I guess "realistic" becomes pretty subjective in this context. I've played games where "locked" doors could be opened if you pulled on them three times instead of just once or twice. In this game, why not make a wall penetrable if you try walking through it three times?

That said, I think you and @Anonymous 2024 M12 9 13:57 make the best case: there just weren't very many other things you could do. Interesting that some of us are okay with it, others not. But I suppose all games appeal to each of us on a per-person level.

Xexus said...

too much undoing for that last bit

a12r13 said...

@Stevens I like your example - I also played some games where to open a door you need to click 3 times on it - or keep the mouse clicked more than 3 seconds. * That * is for me clearly an unfair (and stupid) mechanic - an I always give bad comments to such games, because there's truly no reason that can make you guess the solution. It's like being blind and trying to find a door on a wall : not really funny... and in case you succed, you can only say you've been lucky, which is certainly not what I look for when I play games.
But I still think that 3D is a little bit different.... for sure a question of appreciation.
I also guess you're probably more indulgent - as I'm being here - when you eventually solved the trick. I don't always do, and I admit that when I don't, I never find the game as interesting as when I do....

 

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