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Bloody Emissary posted:A Way Out? got reverted to a previous version about two hours ago, by the way, so I'm currently trying to solve this: Wait, there was a third version? I solved the original version with the skulls and this one, but I must have somehow missed the window in between. Ariong posted:This puzzle has the issue that a lot of later puzzles have where the number of rules is a little overwhelming and makes it difficult to do the math on which rules you need to construct. This puzzle in particular has a red herring in the form of BABA is PUSH. The way that that rule has two points of access surrounding it implies that you need to interact with it in some way, but you never touch it. In fact, Im not sure why the rule is there at all. I cant think of another level with a totally irrelevant rule. I'm pretty sure my solution to "A Way Out?" wouldn't have worked without BABA IS PUSH.
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# ? Apr 19, 2019 09:22 |
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# ? Jun 2, 2024 11:51 |
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Asimov posted:I just figured this out tonight after a while, here's a fairly revealing hint. (Ghost Friend) Yeah, I've tried everything I can think of:
There's nothing but Baba and text in the reachable area, as far as I can tell, and I can't get the ghost to pull either. I can pull the ghost to change direction, but I can't figure out a way to make that help me. It kind of looks like I'm supposed to modify the GHOST is GHOST and WEAK rule, but I can't find a way to do that. The only other items that exist are fungus and skulls, neither of which is accessible and I don't see how they'd be helpful anyway. I'm out of ideas and also GHOST doesn't look like a real word anymore.
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# ? Apr 19, 2019 10:11 |
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Can I get a hint for Depths-3, "Crushers"? I've been stuck on it for a while, and I think it's now the only puzzle holding me back from significant new content. I'm trying to get TEXT up to the row WEAK is on so I can push them both to make LEVEL IS TEXT. I'm trying to do that by pushing it with a stack, but I need seven objects to do that without dying and I can only manage six: There are nine accessible objects including that column's skull, but I have to destroy one of the three out of the rightmost room, destroy a second to break BELT IS SHIFT and use a third to turn the adjacent skull to face upwards. I've experimented with self-propulsion, but with the same problem; I need two objects to prevent TEXT from overshooting, three for TEXT IS SHIFT and two to do the propulsion; that's seven, and since the skull doesn't seem to be helpful in this case I only have six available. I don't think I can make SHIFT itself self-propelling, because the only thing I've been able to overlap it with is BELT and TEXT IS BELT naturally goes poorly. Any suggestions? Any obvious false assumptions I'm making? edit: I did try LEVEL IS SHIFT. It was hilarious but didn't seem to help. edit2: Never mind, I found the ridiculously obvious thing I was missing. NRVNQSR fucked around with this message at 17:28 on Apr 19, 2019 |
# ? Apr 19, 2019 10:13 |
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guppy posted:(Ghost Friend) Take another look at this one. Additional hint: What does "X is PULL" mean?
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# ? Apr 19, 2019 10:16 |
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NRVNQSR posted:Take another look at this one. Additional hint: What does "X is PULL" mean? Thanks, this was my mental block. I frequently get confused about PULL and incorrectly believe X IS PULL means that X can pull things, while it really means X can be pulled.
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# ? Apr 19, 2019 10:32 |
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I'm at 135+ dandelion seeds and solved skull house in under 10 minutes and did all combos of fragile existence / hostile environment which i got a real kick out of. By now there's like a dozen levels i've been going back to regularly only to say "this is either impossible or requires some gamebreaking interaction that i haven't brute forced/lucked into noticing yet" half an hour later. I've noticed especially levels with heavy "ON" usage explode the combinatorial options so much they make my eyes glaze over. Would be neat if the game just kept previous variants of levels as "level<x>_deprecated_v01.lua" or something so we could swap it out once we solved the most up to date version. Or maybe label the different versions somewhat so people know which specific one they're talking about if there are differences between versions? That's mostly nitpicking obviously.
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# ? Apr 19, 2019 14:28 |
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RoadCrewWorker posted:Would be neat if the game just kept previous variants of levels as "level<x>_deprecated_v01.lua" or something so we could swap it out once we solved the most up to date version. Or maybe label the different versions somewhat so people know which specific one they're talking about if there are differences between versions? That's mostly nitpicking obviously. Yeah, it's kind of confusing to keep track of. Your mention of Skull House made me go back to it and realize that I've never played Lovely House, since it was added after I played that world. I guess I must have beaten Eye of a Needle since Lovely House was marked as complete, but I couldn't tell you anything about it. Speaking of Lovely House, looking at it now it does seem like a very sensible stepping stone to Skull House which always seems to be called out as giving people trouble. I'm curious; for people who played post-Lovely House, which was harder: Solving Lovely House, or going from Lovely House's solution to Skull House's?
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# ? Apr 19, 2019 14:50 |
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I need to stop overthinking every single puzzle apparently lmao
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# ? Apr 19, 2019 14:58 |
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NRVNQSR posted:
I was completely stuck on skull house before the update hit. But then I saw lovely house and immediately knew the solution to both levels. It's a good stepping stone.
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# ? Apr 19, 2019 18:46 |
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NRVNQSR posted:I'm curious; for people who played post-Lovely House, which was harder: Solving Lovely House, or going from Lovely House's solution to Skull House's?
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# ? Apr 19, 2019 20:06 |
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I don't have a level called Lovely House, presumably because I'm playing the Switch version. Any idea when it's coming to Switch? I'm stuck on Skull House so I'd definitely like to have a stepping stone.
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# ? Apr 19, 2019 21:40 |
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Edly posted:I don't have a level called Lovely House, presumably because I'm playing the Switch version. Any idea when it's coming to Switch? I'm stuck on Skull House so I'd definitely like to have a stepping stone. That's a question for Hempuli, but console patches can take a while to get approval so I wouldn't hold your breath. I'm not sure how useful it will be without the ability to poke around for yourself but for what it's worth this is what Lovely House looks like:
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# ? Apr 19, 2019 22:34 |
To be honest there probably isn't much reason to postpone setting up a new Switch patch - the main problem is that if something breaks hard, Switch users will have to deal with the problem for longer so we have to be more careful. I'll discuss if we could get one up this weekend (although it'll still take until next week before it'd be up.) Not-edit-because-I-didn't-post-this-yet: Yeah looks like we'll try to set up a Switch patch over Easter. There have been some requests for releasing the changed/unused levels or marking edited/tweaked levels - I don't mind the idea but the problem is that new players don't have a point of reference for the changes so if we implement something like that, it'd need to either be a completely separate package or somehow smartly read the player's save file to see if they've seen the levels before. I posted this on Twitter already but I really like the effect of removing the cooldown from holding buttons:
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# ? Apr 20, 2019 00:08 |
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The Deadly Rooms of Death series has a bonus area in every game that shows off concept art, developer commentary, and prototype level designs. For a similar effect you could add a cutting room floor area to the Center to show off old versions of existing levels. It's fun stuff for players to get to see even if they don't have the full context of the changes that were made and why
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# ? Apr 20, 2019 00:13 |
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NRVNQSR posted:That's a question for Hempuli, but console patches can take a while to get approval so I wouldn't hold your breath. Yep, this did the trick, thanks!
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# ? Apr 20, 2019 00:31 |
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If/when a level editor with steam workshop happens, you could always release old level versions with commentary that way Hempuli
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# ? Apr 20, 2019 00:49 |
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EMPTY breaks my tiny brain in all kinds of ways. And then I found ALL and they started showing up on the same maps and ahhhh. Fragile Existence: I turned the level into BABA just to see what would happen and now I can't get back into the level to do anything else with it. Is there a way to undo that?
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# ? Apr 20, 2019 01:30 |
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mistaya posted:EMPTY breaks my tiny brain in all kinds of ways. And then I found ALL and they started showing up on the same maps and ahhhh. You can reenter by putting baba under the cursor
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# ? Apr 20, 2019 01:38 |
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Can someone give me a hint for ABC-4, Queue? I’m positive that I have to overlap text to create BABA [ I / KEKE ] [ S / IS] PUSH but I can’t figure out how to do that. The only way I have even concieved of is to use the sentence ICE NEAR KEKE IS TELE to make a one-way teleporter, but that doesn’t work.
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# ? Apr 20, 2019 03:09 |
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Ariong posted:Can someone give me a hint for ABC-4, Queue? I’m positive that I have to overlap text to create BABA [ I / KEKE ] [ S / IS] PUSH but I can’t figure out how to do that. The only way I have even concieved of is to use the sentence ICE NEAR KEKE IS TELE to make a one-way teleporter, but that doesn’t work. You were on the right track. You probably made the same mistake I did when trying that though...
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# ? Apr 20, 2019 03:52 |
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McFrugal posted:You were on the right track. You probably made the same mistake I did when trying that though... Care to elaborate? My current setup is the higher ice block has been moved to the space directly above keke, and the lower ice block is in the same place it was when the level started. Other than the rules inside the walls which I cannot change, the only rule I have active is ICE NEAR KEKE IS TELE. When I move my skull on top of the ice above keke, it does not teleport. If I add the rule ICE IS FLOAT and move a block of text onto the ice above keke, the text does not teleport. What is my error?
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# ? Apr 20, 2019 03:59 |
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Ariong posted:Care to elaborate? My current setup is the higher ice block has been moved to the space directly above keke, and the lower ice block is in the same place it was when the level started. Other than the rules inside the walls which I cannot change, the only rule I have active is ICE NEAR KEKE IS TELE. When I move my skull on top of the ice above keke, it does not teleport. If I add the rule ICE IS FLOAT and move a block of text onto the ice above keke, the text does not teleport. What? That's weird. I thought I did that and it worked. There's a slightly different setup that accomplishes the same thing though.
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# ? Apr 20, 2019 04:31 |
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Ariong posted:Care to elaborate? My current setup is the higher ice block has been moved to the space directly above keke, and the lower ice block is in the same place it was when the level started. Other than the rules inside the walls which I cannot change, the only rule I have active is ICE NEAR KEKE IS TELE. When I move my skull on top of the ice above keke, it does not teleport. If I add the rule ICE IS FLOAT and move a block of text onto the ice above keke, the text does not teleport. You can't make one-way teleporters by making one part of the TELE chain conditional. If TELE is only applicable to ICE NEAR KEKE then ICE NEAR KEKE acts like a single "object type" in terms of a TELE chain. You can use FLOAT to achieve the result you're expecting out of this. More specifically: If ICE NEAR KEKE is FLOAT and ICE is TELE, you can push text into the ICE NEAR KEKE and it'll teleport onto another ICE tile. If that ICE tile already has TEXT on it, they'll overlap as desired; since TEXT is FLOAT, the non-floating ICE tile won't teleport either of them back to the ICE NEAR KEKE. Bloody Emissary fucked around with this message at 04:55 on Apr 20, 2019 |
# ? Apr 20, 2019 04:52 |
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Ah, clever. EDIT: I hope there are more letter block levels. Ariong fucked around with this message at 05:04 on Apr 20, 2019 |
# ? Apr 20, 2019 04:59 |
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In Tectonic Movement (Mountaintop 10-8), are you supposed to use more than one pillar? I only needed one.
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# ? Apr 20, 2019 07:01 |
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Bloody Emissary posted:In Tectonic Movement (Mountaintop 10-8), are you supposed to use more than one pillar? I only needed one.
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# ? Apr 20, 2019 07:51 |
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Sort of spoilers for Garden - Extra 2 "Out at Sea". Is it always the case that a stack of two PUSH objects, only one of which is OPEN, cannot be pushed into something that is SHUT and STOP? Or is it dependent on order of creation? I was able to separate them and solve the puzzle, but it felt a little counterintuitive that it didn't work with both together.
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# ? Apr 20, 2019 10:48 |
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I cant loving believe my solution for further fields worked. I know for sure it isn't the "right" one because it depends on a very precise order-of-hidden-operations gambit that i needed to restart 4 times for to work but gently caress it, i can't for the life of me find another and i was so stoked when it actually all came together after 20 minutes of tinkering. RoadCrewWorker fucked around with this message at 17:54 on Apr 20, 2019 |
# ? Apr 20, 2019 17:50 |
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RoadCrewWorker posted:I cant loving believe my solution for further fields worked. I know for sure it isn't the "right" one because it depends on a very precise order-of-hidden-operations gambit that i needed to restart 4 times for to work but gently caress it, i can't for the life of me find another and i was so stoked when it actually all came together after 20 minutes of tinkering. The 'real' answer is similar, it just involves pushing keke across before auto-reassembling keke is you and then just walking keke down to the flag.
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# ? Apr 20, 2019 18:01 |
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Again, i love that these solutions both can coexist so idiots like me who love to overthink things can eventually get there too. It only bites me later when the solution was actually a lesson i was supposed to notice for a follow up continuation level.
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# ? Apr 20, 2019 18:08 |
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Bloody Emissary posted:In Tectonic Movement (Mountaintop 10-8), are you supposed to use more than one pillar? I only needed one. I am really curious as to how you managed that.
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# ? Apr 20, 2019 19:31 |
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There are two levels on the hidden flower-shaped map with LEVEL IS tiles in them for an apparent meta puzzle, but I can't for the life of me figure out how to get either one.
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# ? Apr 20, 2019 19:54 |
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Hempuli posted:There have been some requests for releasing the changed/unused levels or marking edited/tweaked levels - I don't mind the idea but the problem is that new players don't have a point of reference for the changes so if we implement something like that, it'd need to either be a completely separate package or somehow smartly read the player's save file to see if they've seen the levels before. You could also have the option additionally available to people who don't finish after they enter a good old cheat code. Palpek fucked around with this message at 20:26 on Apr 20, 2019 |
# ? Apr 20, 2019 20:23 |
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sticklefifer posted:There are two levels on the hidden flower-shaped map with LEVEL IS tiles in them for an apparent meta puzzle, but I can't for the life of me figure out how to get either one. You really should spoiler tag that. Hint 1: You only need to change one of the levels. Hint 2: That level is 7, Further Fields. Hint 3: You can’t move LEVEL, so you’ll have to build the rule from where LEVEL already is. Hint 4: You can move BABA, but there’s no way to make anything else YOU, so the sentence BABA IS YOU must remain intact. Biggest Hint: The sentence you want to make has five words, and the fourth one is AND.
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# ? Apr 20, 2019 22:15 |
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Hokay...Completion Numbers: 221 levels, 11 blossoms, 3 orbs. All areas complete except for ??? I have not even the slightest idea what I could be missing there. Any gentle nudges? I found the level in the rock. Seems to be breaking the rules
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# ? Apr 21, 2019 00:05 |
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McFrugal posted:I am really curious as to how you managed that. Use a text block to sink CLOUD instead of the second pillar. For extra humor value use the PILLAR text to do it (like I did).
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# ? Apr 21, 2019 02:16 |
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Bloody Emissary posted:Use a text block to sink CLOUD instead of the second pillar. For extra humor value use the PILLAR text to do it (like I did). Hmm, I see how that works. A nice alternate solution that doesn't quite ignore the main gimmicks of the level.
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# ? Apr 21, 2019 02:45 |
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Qylvaran posted:Any gentle nudges? I found the level in the rock. Seems to be breaking the rules It's hard to tell what you do or don't have already. When you say all areas complete except ???: have those other areas just lost the glowy outline around their box, or do they have a flower blooming around them? For 100% completion you should have three boxes in the top left of the overworld, all bloomed, plus blooms on the overworld and ??? - you can check those two from their boxes in Depths, among other places. Progressive spoilers for some you might be missing, assuming you're on PC: There are two more rule-breaking levels like the rock one, non-level objects that the cursor can move onto without transforming. One is in ???, one is in Meta. You probably already have one of them, since it usually gives one of the three orbs. You should try both again, though, because levels have moved in patches. ???: There aren't many objects to try. Meta: The object you're looking for has a unique look. Meta: It's in an area you have no other reason to go to. Other than that I can think of three possible places to start looking: If an object has an accessible word in Depths or Meta it almost certainly needs to be turned into a level. The only exceptions are there are no exceptions. Levels might have been added in patches to worlds you've already bloomed; it's worth going back through them and looking for uncompleted levels. Double check that any levels you've turned into objects have also been completed; the two on the overworld map are easy to overlook, for example.
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# ? Apr 21, 2019 06:05 |
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Can i just get a quick yes/no confirmation (no specifics) on Mean Fence that i need some external item from the overmap to use in or circumvent the level somehow that way? The available options in that one seem so limited that after a few hours i'm starting to be in denial that you aren't actually meant to solve it (hence the "mean") in its original state.
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# ? Apr 21, 2019 06:20 |
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# ? Jun 2, 2024 11:51 |
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RoadCrewWorker posted:Can i just get a quick yes/no confirmation (no specifics) on Mean Fence that i need some external item from the overmap to use in or circumvent the level somehow that way? The available options in that one seem so limited that after a few hours i'm starting to be in denial that you aren't actually meant to solve it (hence the "mean") in its original state. I just beat that one! No.
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# ? Apr 21, 2019 06:21 |