A programming puzzle block-pusher, 24 puzzles to solve! On the map there are positions that light up as they execute sequentially. As you move, the program executes the next instruction. Move the blocks to escape the programming loop!!
The numbered positions on the map only activate blocks next to the light, so make sure you've got the block on the correct side!
The lit up position activates AFTER you move.
All made within the Pico-8 console.
Post-Jam version changelog
- Only the position executing next has a light, to help our colorblind friends - When the orange gates disappear, there are indicators on the map to show where they will appear again. - Fixed a bug where the game would clear the completed status of a level if you replayed the level before - Added a cheat code to unlock all levels. On the menu screen, press the ❎ button on the following levels in order: `12 3 5 19`
This is awesome! I like the interpretation of the theme. The puzzles are very satisfying to complete, and the sound and graphics are really nicely done, and make the gameplay even more enjoyable :-)
I had a tough time understanding the idea initially, but I got it eventually. Still, a very well done game and the fact that it was made with the Pico 8 limitations makes it even more impressive
Wow, this might be my favorite game of the jam so far! The functionality of each block became really clear as time went on. I was able to predict how the loop would run and what I should edit and in what order. The error messages were sick, the low res pixel art was sick. Sorry, I can't think of anything to criticize so you can improve the game haha
It was a bit confusing at first because I didn't realize the blocks only activated in a certain direction. After I got past that it was fun thought. A lot of the puzzles were pretty interesting. Good job!
@roofloorwall Thank you for the feedback, a lot of people who play tested it IRL has similar problems with the concept. Definitely something I wanna solve before moving on to a new project!
Thanks for playing @cwazywierdo! good notes, I think if I made this with more pixels to play with I could make it more obvious - something to think about if I make a higher res version.
Nice, tight puzzle mechanics. The mechanics interacted in interesting ways that were engaging and intuitive. The graphics style fit the retro/code feel of the game. The sound effects were a bit bland and repetitive, but not bad. Overall, a very enjoyable experience. Thanks!
I like it a lot but oof, I got stuck on level 11 and cannot for the life of me get passed it. That's not really a negative, some of the best puzzles are so hard you'd need to take a break and think on it for a while before solving. Good job!
P.S. Would it be possible to introduce a level skip, hint, or maybe a level walkthrough somewhere? Not for me, I mean, but maybe ah for those who can't seem to progress, you know?
Thats a great idea @mercurywitch - maybe a code you could input to unlock all the levels - I work on that tomorrow :) Thank you for playing and I hope you work it out!
Lvl 11 does ramp up due to the amount of things to parse and remember. Try the second link, the `v1.1 Post-Jam` one - I added an indicator to show where the walls are when they are down which should help!
At first, I was a little bit confused but after a few minutes, the rules of the game became self-explanatory. And then it turned out that this is a very strong puzzle game. Awesome work.
I really like this game! The mechanics are a bit baba is you-esque with a twist, which works really well for its purpose. A well finished, all-around enjoyable game.
I really liked the mechanics of this game and its a great interpretation of the theme! In particular, how blocks interact with orange blocks (aka get incinerated). I think you introduced each mechanic well, though I'm not sure if the text is necessary (I'm of the opinion that the mechanics should explain themselves). I think it was an interesting choice to be able to put a block over a number (and it would not execute for that number), but ideally, it would be good to know graphically what the number is under the block somehow. (Definitely not an easy task with PICO-8 hahah).
Another nitpick I'd have is that an undo button would be super helpful here (hard to implement with such little time though).
Overall, great work!!
and btw it was great chatting with you in marcmagus's channel the other day!
Thanks for the feedback @sharkwithlasers ! All very valid points and yes the constraints of the Pico-8 forced my hand in many of those decisions :laughing: Thanks for playing and nice chatting with you too!
I'd agree with others that there needs to be more of a tutorial when new blocks are introduced, but it's relatively easy to figure out by trial and error.
@amkingtrp Thanks for playing I'm glad you had fun!
I had a real internal struggle with tutorials, on one hand reading a bunch of text to play the game is frustrating and basic - better to learn to play the game by playing it. But then, a game with lots of new things like this often needs more help.
I decided to start by manually explaining the first few basic blocks, but then I tried to craft the levels around a simple puzzle that can be solved by quickly understanding the new blocks. Seemed better than using text at the part of the game.
That was a tricky little puzzle game! Really interesting little premise, and I loved the features that kept being added. The puzzles got hard! I managed to get to level 23 but couldn't do that or level 24! The teleports especially made puzzles a bit hard to understand and predict, and I had to play through levels a few times before groking exactly what would happen to what. The lasers were a new feature I was not expecting, and I thought they added a lot to the puzzles! The sound effects were nice, but got a little bit grating after a while. Really nice puzzle game though, with an impressive amount of levels!
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P.S. Would it be possible to introduce a level skip, hint, or maybe a level walkthrough somewhere? Not for me, I mean, but maybe ah for those who can't seem to progress, you know?
Lvl 11 does ramp up due to the amount of things to parse and remember. Try the second link, the `v1.1 Post-Jam` one - I added an indicator to show where the walls are when they are down which should help!
On the menu screen, press the ❎ button on the following levels in order: 12 3 5 19
Another nitpick I'd have is that an undo button would be super helpful here (hard to implement with such little time though).
Overall, great work!!
and btw it was great chatting with you in marcmagus's channel the other day!
I'd agree with others that there needs to be more of a tutorial when new blocks are introduced, but it's relatively easy to figure out by trial and error.
I had a real internal struggle with tutorials, on one hand reading a bunch of text to play the game is frustrating and basic - better to learn to play the game by playing it. But then, a game with lots of new things like this often needs more help.
I decided to start by manually explaining the first few basic blocks, but then I tried to craft the levels around a simple puzzle that can be solved by quickly understanding the new blocks. Seemed better than using text at the part of the game.
The sound effects were nice, but got a little bit grating after a while.
Really nice puzzle game though, with an impressive amount of levels!