Haha
Hempuli
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Very neat! The art is great and the concept is really interesting, although I wonder how far it could be taken before needing more mechanics. The music stopped playing in the last level after a bit, and the checkpoint sound is a bit jarring compared to the rest of the audio, but overall I had a very nice time.
It's based on Game of Life but it uses a different set of rules. You can find details about a ruleset similar to this here: https://conwaylife.com/wiki/OCA:3-4_Life
I didn't know it beforehand but there is actually a Game of Life wiki page for (almost) this exact ruleset: https://conwaylife.com/wiki/OCA:3-4_Life
You can find gliders for this setup there :)
The logic is a bit obtuse, but basically: Covemonty has two states, normal and concerned. In Normal state, Covemonty will look for the shortest path to the goal, ignoring everything except walls. If that fails, i.e. Covemonty gets stuck, they'll become concerned and try again, this time avoiding all obstacles, water included. If even that fails, they'll get tired and stop altogether.
I'm pretty sure this one wasn't prototyped on boards/pieces from existing games but rather using a crude handmade board & some random pieces I had bought from spielematerial.de or elsewhere. It came to existence around the same time as Kurote and I think I used the same components for both? Hard to be sure though, it's been over a year.
Hmm, thinking about it, I think you're right and this just hadn't come up in testing. My intuition would be that technically the movement of either traveller stops after just one move when they're right next to each other like that, so placing a neutral gate in such a circumstance shouldn't be allowed; I'll need to adjust the rules to include this case. Thank you!
It did seem during testing that crashing-related victories were the norm and actually getting to the goal was more of a "this'll happen eventually if you don't act" -type timer for gameplay; it's not quite what I had in mind with the design but it did still lead to fairly interesting gameplay during testing so I thought it'd be ok for the nature of the game to be more crashing-oriented. Was the simultaneous crash issue the main problem when you were playing, or do you feel that even with the above adjustment the game would end in a similar situation too easily?
Hmm, as the rules are currently there shouldn't be a situation where both the travelers move at the same time, since you place only one gate each turn and placing a gate that'd make a traveler move exactly 1 space isn't allowed. Could you describe what kind of a situation led you in a setup where both travelers were moving at the same time?
This sounds like an issue where the game fails to read the level files. Make sure that the ZIP file is extracted to a folder without restrictions about file reading and that all the files in the ZIP make it into the destination folder (for testing purposes, extracting the files e.g. into a folder on the desktop should work)
Haha, thank you (and apologies?) Dream games can be fun, especially in hindsight if you write the details down because it all feels natural while dreaming and then later on the mystery dream logic becomes apparent. Had a dream about a La-Mulana-esque puzzle some days ago and after waking up I thought like "Oh, that was such a neat puzzle... but wait, now that I think about it, the logic doesn't make sense???"