You're not alone, it's the first really difficult level in the game, despite using only the basic mechanics (which is why it's relatively early in the game). Anyway, the intended solution puzzle is here (spoiler): https://imgur.com/a/FiXOIMC (it's probably the only solution, if I don't count swapping the colors or putting something in the 2 empty squares).
I did consider making it easier, but I want the game to have a couple of really difficult puzzles, which is why I made this level optional instead.
Extremely interesting, but frustrating in implementation.
I understand not wanting to overwhelm the player with information, but it feels like I'm missing puzzle solutions because I don't know the rules of the game more often than just not having the right ideas.
I also hae quite a lot of trouble trying to balance thinking of what the AI will actually do in response to my layouts with trying to remember what they're supposed to do, in the youtube video that I learned about this game from there was an arrow on the floor showing the intended path which seems to be absent from this build? Seems like it would be extremely useful for not getting headaches.
As the game is, I often feel like I'm brute forcing the puzzles as much as I'm reasoning out solutions and it's not very satisfying, though I suppose that's a pretty accurate feeling when trying to design levels for players.
Could you please let me know which puzzle made you feel like you didn't understand the rules? I tried to introduce every mechanic/interaction with a very small puzzle to make sure that it's hard to get it wrong, but I might have missed something.
About the line showing the solution - yes, this is coming probably sometime in late January, along with some other updates due to the feedback that I've received. I didn't include it in the first public build because keeping the line readable in puzzles where you can visit one square 5+ times while not obscuring the puzzle itself is not trivial.
Fun game, interesting concept to see the intended route and try to figure out how to force it rather than trying to just make it as long as possible like most similar games in the genre. One UX request tho: make right click remove whatever is under the mouse currently without removing the selection. So if you would want to replace blue block with a pushable block you can just have the pushable block selected and right click then left click the spot with the block. Other than that it controls pretty nicely already.
Thanks for the feedback! Originally, the right click worked just like you said, but then I couldn't both display the preview of the object that can be placed by left-clicking, and highlight the object that can be deleted by right-clicking (or at least, it was a mess when placing a wall, and I thought it could be misunderstood). I want the player to be sure about what will happen whey they click on the puzzle. However, now that I think about it, I could make it an option in the UI settings (same as hiding the controls hints) that the player can enable once they're used to what do the buttons do, and don't need a highlight for deletion.
Anybody got it running on linux? I tried importing it to steam and run it with proton (both proton 8.0 and experimental). Sadly it crashes after showing the godot-logo. Btw. Godot supports linux natively so a linux-build would of alread-solved would be nice.
One of my testers managed to run it on linux with wine; sadly building the engine for linux doesn't work on windows for me (scons tries to run commands longer than the windows command line's limit), and I need to do it in order to include my custom C++ puzzle-solving code.
Building it in a VM, or clearing enough space on my PC to dual-boot is somewhere deep down on my to-do list (but once I'm happy with the state of the game, there will definitely be a linux build!).
Game runs fine via Wine and Proton 8.0/experimental on Fedora 38 (KDE spin), using Nvidia proprietary driver (GPU RTX A2000, version 545.29.06) and running via Xorg (I haven't tried Wayland).
This could be a driver issue. Plus game is running on Godot 4, which uses Vulkan by default and many older GPU don't have Vulcan support.
I can think of 2 possible solutions:
Run game with command line argument --rendering-driver opengl3 . It forces Godot to use OpenGL3 renderer (I used it on Win 10 on a computer with an old GPU and it works). If you're launching the game via Steam, just add this argument to the Launch options.
Is the level "go Home" even possible? Every single solution I have made the guy just ends up backtracking onto one of the buttons placed, trying to block him from doing so isn't possible because of the beginning spot not allowing you to place anything on it due to the guy being there, and any solution that can be created the guy refuses to go back to the beginning area. Any time a block is place the guy will just use that block going down as a spot to backtrack on or if the block does block backtracking he will use the spot in front of him instead
That level requires building a puzzle in a very specific way, and if puzzles were sorted by difficulty it would definitely be later in the game (instead, I usually put these optional levels in as soon as all the interactions needed to solve them are introduced). I can only advise you that one of the previous optional puzzles, "Backtracking revisited", was intended to show you a way to force 'the guy' to go to a square that doesn't contain a button.
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wait no I just beat the level.
you soukd make a number two because i like creating a puzzle that gave you thesolution and also got stuck at level vally
I’m stuck an level go home anyone have the solution
You're not alone, it's the first really difficult level in the game, despite using only the basic mechanics (which is why it's relatively early in the game). Anyway, the intended
solutionpuzzle is here (spoiler): https://imgur.com/a/FiXOIMC (it's probably the only solution, if I don't count swapping the colors or putting something in the 2 empty squares).I did consider making it easier, but I want the game to have a couple of really difficult puzzles, which is why I made this level optional instead.
Extremely interesting, but frustrating in implementation.
I understand not wanting to overwhelm the player with information, but it feels like I'm missing puzzle solutions because I don't know the rules of the game more often than just not having the right ideas.
I also hae quite a lot of trouble trying to balance thinking of what the AI will actually do in response to my layouts with trying to remember what they're supposed to do, in the youtube video that I learned about this game from there was an arrow on the floor showing the intended path which seems to be absent from this build? Seems like it would be extremely useful for not getting headaches.
As the game is, I often feel like I'm brute forcing the puzzles as much as I'm reasoning out solutions and it's not very satisfying, though I suppose that's a pretty accurate feeling when trying to design levels for players.
Could you please let me know which puzzle made you feel like you didn't understand the rules? I tried to introduce every mechanic/interaction with a very small puzzle to make sure that it's hard to get it wrong, but I might have missed something.
About the line showing the solution - yes, this is coming probably sometime in late January, along with some other updates due to the feedback that I've received. I didn't include it in the first public build because keeping the line readable in puzzles where you can visit one square 5+ times while not obscuring the puzzle itself is not trivial.
Is there any way you could add WebGL support (play in browser)? Thanks in advance.
Unlikely.
try tho plz, or make it acsessable by crome
Fun game, interesting concept to see the intended route and try to figure out how to force it rather than trying to just make it as long as possible like most similar games in the genre. One UX request tho: make right click remove whatever is under the mouse currently without removing the selection. So if you would want to replace blue block with a pushable block you can just have the pushable block selected and right click then left click the spot with the block. Other than that it controls pretty nicely already.
Thanks for the feedback! Originally, the right click worked just like you said, but then I couldn't both display the preview of the object that can be placed by left-clicking, and highlight the object that can be deleted by right-clicking (or at least, it was a mess when placing a wall, and I thought it could be misunderstood). I want the player to be sure about what will happen whey they click on the puzzle. However, now that I think about it, I could make it an option in the UI settings (same as hiding the controls hints) that the player can enable once they're used to what do the buttons do, and don't need a highlight for deletion.
Anybody got it running on linux? I tried importing it to steam and run it with proton (both proton 8.0 and experimental). Sadly it crashes after showing the godot-logo. Btw. Godot supports linux natively so a linux-build would of alread-solved would be nice.
One of my testers managed to run it on linux with wine; sadly building the engine for linux doesn't work on windows for me (scons tries to run commands longer than the windows command line's limit), and I need to do it in order to include my custom C++ puzzle-solving code.
Building it in a VM, or clearing enough space on my PC to dual-boot is somewhere deep down on my to-do list (but once I'm happy with the state of the game, there will definitely be a linux build!).
Game runs fine via Wine and Proton 8.0/experimental on Fedora 38 (KDE spin), using Nvidia proprietary driver (GPU RTX A2000, version 545.29.06) and running via Xorg (I haven't tried Wayland).
This could be a driver issue. Plus game is running on Godot 4, which uses Vulkan by default and many older GPU don't have Vulcan support.
I can think of 2 possible solutions:
Is the level "go Home" even possible? Every single solution I have made the guy just ends up backtracking onto one of the buttons placed, trying to block him from doing so isn't possible because of the beginning spot not allowing you to place anything on it due to the guy being there, and any solution that can be created the guy refuses to go back to the beginning area. Any time a block is place the guy will just use that block going down as a spot to backtrack on or if the block does block backtracking he will use the spot in front of him instead
It's definitely possible, but it took me a while to solve
would you like to see my solution?
I'm good, mostly just venting out loud. I figured it was possible but after an hour got a bit frustrated. Going to attempt again at a later time.
That level requires building a puzzle in a very specific way, and if puzzles were sorted by difficulty it would definitely be later in the game (instead, I usually put these optional levels in as soon as all the interactions needed to solve them are introduced). I can only advise you that one of the previous optional puzzles, "Backtracking revisited", was intended to show you a way to force 'the guy' to go to a square that doesn't contain a button.
I managed to get it, was definitely a head scratcher though
Really neat puzzle game and I love the idea of reverse puzzles 😀