weird bug (Jonah Ostroff)

Screen Shot 2014-02-27 at 23.48.10

Hey you should add yourself as a co-author once you’ve fixed everything.[Author's description]

[Play Online (HTML5)]

14 Comments.

  1. I cannot tell if I’m supposed to be playing this in the Hack section or whether this is really just buggy.

  2. If I were supposed to be playing this in the Hack section, I got up to magic gems, and then I don’t know how they’re even supposed to work so I’m not sure how to implement them, and the level doesn’t suggest any ideas.

    • Wait, no, I figured it out. Append

      +[Moving Web][Gem Web] -> [Moving Web][Moving Gem Web]
      +[Moving Gem Web][Web] -> [Moving Gem Web][Moving Web]

      to the web rules: this makes a gem that is webbed move ALL webbing when it’s moved, not just connected webbing.

      • There isn’t really an intended behavior for the magic gems, but the two levels are hopefully open-ended enough that multiple solutions work. I like yours a lot! It’s not quite the same as any of the ones I thought of.

        • It comes across to me as appropriately magic to have the magic gem influence spooky action at a distance over other webbing.

          It might be more useful to have only the second line I posted, so the gem influences distant webbing, but distant webbing can be moved without moving the gem.

  3. Alright, here’s either my “fix” or my “solution”, depending on how you interpret the game.

    http://www.puzzlescript.net/play.html?p=9276987

    • Inspired! Although probably only really playable if you know Puzzlescript already.

      Unfortunately, even after I fixed the magic gem, I can’t beat the levels with it in. My gem rule was:
      [Action Player][Web Gem] -> [Gem][Player]

      which works well, but doesn’t actually beat the levels you wrote. There’s probably some obvious solution that I’m missing. Back to the drawing board…

      • As coauthor, you should totally feel entitled to rewrite the levels. That’s a pretty interesting gem mechanic, and I’m sure you can come up with something where it does work well, even if it doesn’t fit into the levels I provided.

        • e.g. this one, although it kinda uses the same trick as the last non-gem level:

          ###########
          #……..?#
          #..#AAA#..#
          #..#####..#
          #….#….#
          #.*@.#.G..#
          #….#….#
          ###########

          • Nice one! I’d be curious to see an “official” version of the game with your designs for the finish and the magic gem, but I suppose that would defeat the point. Oh well.

            Can you post this on the Puzzlescript forum? I’m sure there’s lots of developers there who’d like to be coauthors.

          • I don’t really have an official version, but my original idea for the magic gem was sort of like a one-directional version of Burnside’s, except the motion transferred even if the gem wasn’t webbed.

            Also oops I keep making levels for your gem. These are mostly tighter/more interesting versions of the previous two.

            #############
            #.@…?.#…#
            #.!.!.!.+.G.#
            #…A…#…#
            #############

            #############
            #@………?#
            #.!..#A#….#
            #..*.###….#
            #!…+G#…!#
            #############

        • Or:

          #############
          ####.####…#
          #.*…?.#…#
          #…@…+.G.#
          #.!.!.!.#…#
          #…….#…#
          #############

          Okay okay I’ll let you think of more. It’s just got so much potential!

    • Nice work, though I note you didn’t change the annoying sound for the door…

      • The “annoying sound for the door” wasn’t a direct impedance to my finishing the game and solving interesting puzzles along the way, so I didn’t touch it. As I described to Jonah via email, I almost didn’t change the goal tile palette either, on account of being able to find the goal in a level by looking at the source.