I can see how the game would be frustrating without the snapping and locking, but with it sort of solves itself with it.
Plus, I had it happen in one level where the snapping actually made it so one of the bends was impossible for me to complete. Kind of strange.
You almost need user-initiated locking instead of automatic, but then you have a problem of the user knowing where it “should” lock because it would have to sort of snap when you locked near (but not perfectly) on the right spot. Maybe it should snap to align with the blocks adjacent to it; not sure how the algorithm should know which side to snap to if there’s any doubt.
Never has clever been applied to something so boring and uninteresting.
It does stretch itself towards the end, but I kinda get what you mean. It’s a bit auto-solvy, for one.
Still, the core idea is damn clever, I feel like there’s a good game just waiting to happen here. Maybe there will be a third one. 😀
Yeah, gotta admire the clever.
I can see how the game would be frustrating without the snapping and locking, but with it sort of solves itself with it.
Plus, I had it happen in one level where the snapping actually made it so one of the bends was impossible for me to complete. Kind of strange.
You almost need user-initiated locking instead of automatic, but then you have a problem of the user knowing where it “should” lock because it would have to sort of snap when you locked near (but not perfectly) on the right spot. Maybe it should snap to align with the blocks adjacent to it; not sure how the algorithm should know which side to snap to if there’s any doubt.
I also got an unsolvable state (key-shaped level 23), I thought I got there with an extremely unlikely series of moves. Apparently not?