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clansing

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A member registered Jan 07, 2020

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I'm.... not convinced about that skill trainer. I found him, I set it up to loop on him, and left it for most of the afternoon. Got up to something like 18 strength and I don't think I'm doing any more damage to rocks than I was when I started (I say something like 18 because I don't remember, but by the time I broke the white rock I'd looped enough times more that my strength was 21). I'm not even sure I'm doing AS MUCH damage as when I started. But each full action bar adds maybe two pixels to the progress bar.

I also have no idea what the different impacts of strength vs "today" strength are - but "today" strength always starts out at 0 - not sure if they're supposed to be added together, or how I'm supposed to understand those stats.

And, if I'm being honest, the looping mechanic doesn't really seem to add anything to the game. It just makes it have to repeat the same thing over and over and over again, which granted is kind of the definition of idle games - a repeating game loop. But the "time loop" mechanic (which isn't really even a time loop for the most part - even the tips largely dismiss it by describing it as simply "not remembering" the previous day... which is funny given that you exactly repeat the previous day - except where you've actually made changes that aren't reset.. but I digress) doesn't even provide that "numbers go up" psychological reward loop/dopamine hit that idle games normally would. You just pick the next rockyou want to beat on, and then watch the same loop happen over and over like 100 times until the rock is smashed. I think it's an interesting mechanic, I'm just not sure this gameplay loop realizes its potential.

I managed to find everything except the third scroll, 4 coins and I assume two hidden heart potions (assuming there's a total of 16 hearts

Pretty sure one of those heart potions is in a cow level, part a bunch of spikes - but I can't tell because it seems if you don't have a scroll, you can't select any scroll after it in the inventory, so I've been limited to nothing but double-jump for the whole game. But better than my first two attempts at playing it where I got the spike resistant scroll first... and the game still gave me the double-jump skill when it auto-equipped that scroll...

"Autocomplete" in this case is a bit fuzzy (the behaviour will be most familiar to people used to using command shells like Bash or Zsh, etc). Pressing <Tab> will show you all the possible completions from the letters you've already typed, completing it automatically if there is only one option. So when you press <Tab> without typing anything you''re getting all the possible commands. It's just unfortunate that the first two are "get" and "help", so hitting <Tab> makes it look like the output is "Get help...".

G, S, H, C, P,  R,  and W will each give you a couple of possible completions and need an extra letter before they are unique so they can autocomplete.

Huh, on my laptop it seems like I can drag using the touch screen, but can't drag using my track pad.

But I'll say while trying to figure out why I couldn't actually do the drag and drop, I was very grateful for the fact that pausing the game resets the enemy attack timer. ;)

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The wire end points are interactive, the target points are apparently just incredibly finicky and inconsistent. With enough tries though, you might get it. But if you do, you later get the ability to repair lights by assembling a puzzle.

If you get to that point, I recommend not playing on a laptop. Not because the trackpad makes it harder to solve, but because it's a lot less tempting to throw a desktop across the room.

Dear dev: Not a bad game concept, but please fix the click/drop/whatever detection. In the headlight repair "minigame" the light might be the least broken thing.

Played about one and a half levels. I think it has potential, but the controls feel very slow and clunky to me, and the visual effect makes it very hard to read the hint text.

To the issue of the controls, it's somewhat painful to have to wait through the walking animation to press the next key, especially when it's the key you're already pressing. And with the walking speed being as slow as it is, that means waiting a full second (if I timed it right) after you press a key before another key will register. If you're even a little early, your press is ignored. This makes movement feel very slow and awkward, especially when you're going down a long hallway where all you're doing is pressing one key over and over every second for 10-15 seconds or so.

Once I figure out what all of that means, I'm going to really hate you, aren't I? 馃槀

Remain the ooze? You can be the ooze in the second branch? Is there a way to become the ooze after the portal that I just haven't made it to yet? Because if I become the ooze in the main story line I no longer have the option to go to the altar.

Thanks. I had thought a while back that the crane game might have been what I was missing - but for some reason every time I tried talking to the cow, he always just told me to let him know when I wanted to play, so I thought maybe I didn't have enough money.

I can't remember if I ever actually tried speaking to him twice in a row until just now when you reminded me of it.

I can tell I'm going to be facepalming a lot playing this if that's how I started lol

I feel like I'm being trolled, or I'm just missing something really obvious, as I've never even managed to find the key to the car. It's my weakest start to a game ever. I can usually at least solve the first puzzle/level lol Still the game has a certain... something to it. Charm might be the right word.

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Level 2 needs a different approach to "breaking" the big guys. In level one, you broke out by "deleting" part of a leg with an orange block. Breaking a leg here won't work because you need every block, you can't afford to sacrifice any.

But you don't need to actually remove parts of the big guys to break them - you only have to make them look different than the small guy. The arms can be affected too.

Use that to line up the two big guys with the big guy with short arms to make the middle one a proper big guy so it can be moved.

You need to finish with all white squares containing an orange block, and no orange blocks left that aren't on white squares. You don't need to end with as many orange blocks as you started with.

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Ugh... that level. Yeah, that one took me a while. I don't remember the exact positions of things right now without going back and replaying it, but the basic setup is that you need to position an orange block such that the first big guy you move can be "broken" by a white-on-orange in a position where its legs are blocking your ability to move a big guy into the stuck orange space (I believe the position you want is to place an orange block three spaces above the blocked orange block).

You then use the spare orange blocks to clear out only enough of the water to let you move the second big guy's arm into that space. If you positioned things right, , a leftover water block should remove one orange block when you do that, letting you free up the two blocks remaining from the second big guy so that you can move all the free blocks into position.

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I don't know if you're being sarcastic or serious, but as I have a downvote, and you're a negative comment, I'll assume you're serious. So... here you go, step by step:

  1. Move leftmost orange box right two or three spaces
  2. Move the three orange boxes in the upper right section into a horizontal line one line above the white line.
  3. Push the three orange boxes left until they are all sandwiched between the white targets and the three-unit black wall above, making the wall, boxes, targets and water resemble a large version of the player.
  4. Move the now controllable massive "player" up and over onto the first orange block to open a path for the stuck blocks, destroying part of the leg (which will make the large player no longer controllable, returning control to the normal player.
  5. Bring the previously stuck orange blocks up through the opening you created
  6. Put all 5 orange blocks on the white spaces

I just tested this, so I know it still works. So if you were just trying to be funny and weren't the downvote, then I apologize if I offend by dumbing it down this far and missing the joke, and if it's still unclear to whoever downvoted, please let me know what still doesn't make sense so I can dumb it down further.

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To everyone who is stuck on level one (and/or thinks level one is broken/impossible), it's doable. The problem is that the key mechanic of this game is non-obvious. I'm pretty sure I never would have figured it out at all without the hint from wellchan in the first conversation thread. If you need a clue, take a look at their post.

To the developer - while I appreciate a new mechanic in games like this, if the intent is for the player to discover the mechanic, you might have wanted to make it easier to run into accidentally, because I don't think it's easily guessable.

To anybody who needs to know the new core game mechanic, not just a hint, read on:


if you create an image of the player character using the blocks and environmental elements, that "avatar" becomes the character that you can move (with its own interactions with environmental objects and blocks.).

Interesting. I couldn't think of a food - I figured out all the rules, but had to find a list of foods of appropriate length and see which ones fit the other rules. Found one, but now I'm curious if there are multiple answers. At some point I might have to go through the entire list and see if any others fit.

I'll agree with almost everything you said, and also add that the jump seems incredibly flaky as well, as half the time you want to jump, it just doesn't seem to fire. Almost like the physics and the graphics don't agree when you're on the ground or there's a delay between hitting the ground and when you can jump, or... something. I never figured out the pattern - I just accepted that at least half the time I hit spacebar I was going to return to the checkpoint..