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April 29, 2024 20:58
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title pending (PuzzleScript Script)
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title title pending | |
author Thinky Collective | |
homepage https://thinkycollective.itch.io/ | |
run_rules_on_level_start | |
realtime_interval 0.03 | |
again_interval 0.06 | |
( verbose_logging ) | |
(Documentation is at https://docs.google.com/document/d/e/2PACX-1vQSvnN3sexjzbCILY7LjRxE2DSV_hMV5R4GNCzWbdcqM7_Rj9Mrezsm9y8zwMd19KZAirWRGGvDukKz/pub | |
READ THE PROJECT-SPECIFIC GUIDELINES BEFORE EDITING THIS FILE. | |
Dedicated to Jack Lance) | |
(DEVLOG) | |
(#0, zaratustra: Made seed project) | |
(#1, Deusovi: added sliding powerup mechanic) | |
(#2, Toombler: Added Obstruction Projectiles mechanic. These are projectiles which form when you bump into an Obstruction object. They make hazards traversable in one direction. Added temporary sfx.) | |
(#3, Anthony: Added 1 level with existing mechanic) | |
(#4, Karoo: ObstructionProjectiles no longer disappear if they hit a wall, instead they turn into ObstructionBlocks. Added a level.) | |
(#5, foxblit: Added Filter object and a level using filters and blocks. Put my level before Karoo's because it's easier) | |
(#6, marcos_don: | |
Added the Midas powerup (feel free to rename it) that allows the player to touch an obstructionblock and convert it into a normal obstruction, allowing for the production of more projectiles. | |
Added a simple level to introduce it (also, feel free to modify and/or reorder it). | |
Also fixed a typo in one of the solutions. | |
) | |
(#7, Heiegg: | |
Added interaction of Midas powerup with bridges: rotation by 90 degrees. | |
Added a simple level to introduce it. This level does not use the interaction of turning an Obstructionblock into an Obstruction.) | |
(#8, wryandbeary: | |
Added logic so that only one Midas powerup can be collected at a time. | |
Added Mixas collect sfx and ObstructionBlock transform sfx | |
Added a mostly linear level that uses a little bit of everything so far.) | |
(#9, Aspeon: | |
Added an introductory level using filters, put before foxblit's | |
Added a message as a header before tests and mystery levels) | |
(#10, pickten: | |
Added a level showcasing a (hopefully) fun use of Midas) | |
(#11, bbb651: | |
Added Midas Ray when you touch Midas Thing with Midas Touch | |
Added a level that uses Midas Ray) | |
(#12, csouvey: | |
Added a small level to smooth the difficulty curve in between the | |
very basic Midas Touch introduction and the larger levels making | |
use of its new interactions. No new mechanics. | |
Gave each sprite a unique silhouette. I have no attachment to these; | |
I just found the levels hard to parse with only colored squares. | |
Hopefully someone has a theme idea and replaces them with something nicer.) | |
(#13, Le Slo: | |
Added 3D effect to some of the sprites (the ones that are solid) and changed the color palette, | |
still no clear theme (makes me think of alien fauna) | |
Added a level that continues to explore the midas powerup and ray. | |
) | |
(#14, stevenjmiller: Added a level) | |
(#15, Menderbug: | |
Removed an emitter from Heiegg's level to force an alternative solution (with Heiegg permission) | |
) | |
(OTHER NOTES) | |
(potential mechanics, if you're stuck: more powerups? breakable walls? pushable boxes that are solid to a sliding player? -Deusovi) | |
(Some things that need to be decided (atm Things and Obstructions are not in a level together): | |
* What happens if you run into an Obstruction when sliding with powerup - is it destroyed, does anything else happen? | |
* What happens if the player hits the side of an obstruction bridge while sliding? | |
* What happens if a projectile goes over a powerup Thing - does it get launched, destroying stuff? | |
-Toombler ) | |
(Be careful about your level's border, build it assuming there will be a tunnel to another level, or even include the tunnel if it might matter to your solution (for example, shooting obstruction projectiles out of the level should be prevented). | |
Obstruction blocks should be given more interactions, and maybe keep orientation, since the bridges keep orientation. -Karoo) | |
(Filters at the exit should ensure no smuggling powerups between levels. Entering a filter with a powerup breaks the trail effect, but I dont understand puzzlescript well enough to fix it -foxblit) | |
(The trail effect also breaks sometimes when the a powerup is lost for other reasons; e.g. on csouvey level pressing UDU at the beginning breaks the trail. I tried for a bit to fix this, but didn't make any progress -csouvey) | |
(If the player pickes up x number of Midas Things, should the player be able to execute Midas touches x times? (Here x is a positive integer.) -Heiegg) | |
(Resolved this as one midas at a time - midas pickups can't be collected when midas power is active. -wryandbeary) | |
(I noticed that if the player has Thing power-up on a bridge, they don't need to obey that bridge's orientation. Should that be fixed? Or made into a level? -souvey) | |
======== | |
OBJECTS | |
======== | |
(red lightred) | |
Background . (LOCKED) | |
#b2b47e | |
Exit X (LOCKED) | |
#f2f0e5 | |
Wall # (LOCKED) | |
#7b7243 #4b4158 | |
00000 | |
00000 | |
00000 | |
00000 | |
11111 | |
Wall3D | |
#7b7243 | |
..... | |
..... | |
..... | |
..... | |
00000 | |
Hazard _ (LOCKED) (It is considered like a pit?) | |
#212123 | |
Dead | |
transparent | |
Player @ (LOCKED) | |
#ede19e #d3a068 | |
.000. | |
.000. | |
.000. | |
.111. | |
..... | |
Powerup3D | |
#ede19e | |
..... | |
..... | |
..... | |
..... | |
..0.. | |
Powerup | |
green #ede19e #d3a068 | |
..... | |
1.0.1 | |
2...2 | |
..1.. | |
..2.. | |
MidasTouch3D | |
#ede19e | |
..... | |
..... | |
..... | |
..... | |
...0. | |
MidasTouch | |
#ede19e #4b80ca #d3a068 | |
0.... | |
2.1.. | |
....0 | |
.0..2 | |
.2... | |
ObstructionBlock o (temp sprite) | |
#b45252 #80493a | |
.000. | |
.000. | |
.000. | |
.111. | |
..... | |
Obstruction3D | |
#b45252 #d3a068 #80493a | |
..... | |
..... | |
..... | |
..... | |
.010. | |
Obstruction + (LOCKED) | |
#b45252 #d3a068 #80493a | |
00100 | |
11211 | |
00100 | |
20102 | |
.222. | |
ObstructionBridgeVertical (temp sprite) | |
#b45252 | |
..0.. | |
..0.. | |
..0.. | |
..0.. | |
..0.. | |
ObstructionBridgeHorizontal (temp sprite) | |
#b45252 #80493a | |
..... | |
..... | |
00000 | |
11111 | |
..... | |
ObstructionProjectileRight (temp sprite) | |
#b45252 | |
..... | |
.000. | |
00000 | |
.000. | |
..... | |
ObstructionProjectileUp (temp sprite) | |
#b45252 | |
..0.. | |
.000. | |
.000. | |
.000. | |
..0.. | |
ObstructionProjectileLeft (temp sprite) | |
#b45252 | |
..... | |
.000. | |
00000 | |
.000. | |
..... | |
ObstructionProjectileDown (temp sprite) | |
#b45252 | |
..0.. | |
.000. | |
.000. | |
.000. | |
..0.. | |
Filter & (temp sprite) | |
#e5ceb4 | |
0.0.0 | |
..... | |
0...0 | |
..... | |
0.0.0 | |
Thing = (LOCKED) | |
#567b79 | |
00.00 | |
0...0 | |
..... | |
0...0 | |
00.00 | |
( the midas thing gives the player the midas touch, | |
i.e. the ability to transform exactly 1 ObstructionBlock | |
into an Obstruction. It replaces the previous powerup from | |
the player) | |
(feel free to change the shape and/or colors of these two, | |
but both should look similar to one another) | |
MidasThing m | |
#4b80ca | |
...0. | |
00.0. | |
..0.. | |
.0.00 | |
.0... | |
(Midas Ray is triggered when you touch a Midas Thing with Midas Touch, | |
propegates in the direction you touched it until it hits a Wall, Obstruction, | |
or Filter and acts like a Midas Touch while doing so. | |
Feel free to change if it stops at Obstruction Blocks or not if it doesn't break | |
any levels, I'm not quite sure about that.) | |
MidasRayVertical (temp sprite) | |
#4b80ca #a2dcc7 | |
.101. | |
1001. | |
.101. | |
.1001 | |
.101. | |
MidasRayHorizontal (temp sprite) | |
#4b80ca #a2dcc7 | |
.1... | |
10111 | |
00000 | |
11101 | |
...1. | |
MidasRayVerticalFaded (temp sprite) | |
#a2dcc7 | |
..0.. | |
.00.. | |
..0.. | |
..00. | |
..0.. | |
MidasRayHorizontalFaded (temp sprite) | |
#a2dcc7 | |
..... | |
.0... | |
00000 | |
...0. | |
..... | |
TrailRight | |
#ede19e | |
..... | |
..0.. | |
...0. | |
..0.. | |
..... | |
TrailUp | |
#ede19e | |
..... | |
..0.. | |
.0.0. | |
..... | |
..... | |
TrailLeft | |
#ede19e | |
..... | |
..0.. | |
.0... | |
..0.. | |
..... | |
TrailDown | |
#ede19e | |
..... | |
..... | |
.0.0. | |
..0.. | |
..... | |
FadedTrail (this shouldn't show up, but it might look nicer if it did? idk) | |
#ede19e | |
..... | |
..... | |
..0.. | |
..... | |
..... | |
ThingActive (this shouldn't show up) | |
red | |
0...0 | |
..... | |
..... | |
..... | |
0...0 | |
======= | |
LEGEND | |
======= | |
ObstructionBridge = ObstructionBridgeHorizontal or ObstructionBridgeVertical | |
ObstructionProjectileHorizontal = ObstructionProjectileRight or ObstructionProjectileLeft | |
ObstructionProjectileVertical = ObstructionProjectileUp or ObstructionProjectileDown | |
ObstructionProjectile = ObstructionProjectileRight or ObstructionProjectileUp or ObstructionProjectileLeft or ObstructionProjectileDown | |
Trail = TrailRight or TrailUp or TrailLeft or TrailDown | |
Solid = Wall or Obstruction or ObstructionBlock or Filter | |
SolidWithPowerup = Wall or Obstruction or ObstructionBlock | |
PowerupRemover = ThingActive or Filter | |
MidasRay = MidasRayVertical or MidasRayHorizontal | |
MidasRayFaded = MidasRayVerticalFaded or MidasRayHorizontalFaded | |
MidasRaySolid = Wall or Obstruction or Filter | |
======= | |
SOUNDS | |
======= | |
ObstructionProjectile create 66250503 (temporary sfx) | |
ObstructionBridge create 74156307 (temporary sfx) | |
ObstructionBlock create 24755704 (temporary sfx) | |
sfx0 73414302 (obstruction projectile breaks) (temporary sfx) | |
EndLevel 95195903 (temporary sfx) | |
Dead create 99730504 (temporary sfx) | |
sfx1 66808507 (player moves with powerup) (temporary sfx) | |
sfx3 29260500 (player gains powerup) (temporary sfx) | |
sfx4 77597700 (player loses powerup) (temporary sfx) | |
sfx5 30145708 (bridge rotates) (temporary sfx) | |
sfx6 51437503 (collects Midas Touch) (temporary sfx) | |
sfx7 84981703 (midas transform ObstructionBlock to Obstruction) (temporary sfx) | |
sfx8 90028501 (Midas Ray) (temporary sfx) | |
================ | |
COLLISIONLAYERS | |
================ | |
Background | |
Hazard, Exit | |
Thing, Dead, MidasThing | |
ObstructionBridge | |
Trail, FadedTrail | |
ObstructionProjectile, Filter | |
MidasRay, MidasRayFaded | |
Player, Wall, Obstruction, ObstructionBlock | |
ThingActive | |
Powerup | |
MidasTouch | |
Wall3D | |
Obstruction3D, Powerup3D, MidasTouch3D | |
====== | |
RULES | |
====== | |
late up [wall | no Wall3D] -> [wall | Wall3D] | |
[Obstruction3D] -> [] | |
late down[ | Obstruction ] -> [Obstruction3D | Obstruction ] | |
(only allow state changes on player turns) | |
[> Player][Thing] -> [> Player][Thing ThingActive] | |
(and not when the player doesn't move) | |
[Player ThingActive] -> [Player] | |
(The Midas Rays from the previous state are first faded then removed) | |
[MidasRayFaded] -> [] | |
[MidasRayVertical] -> [MidasRayVerticalFaded] again | |
[MidasRayHorizontal] -> [MidasRayHorizontalFaded] again | |
(Midas Touch converts a Midas Thing into a Midas Ray) | |
vertical [> Player MidasTouch | MidasThing no ObstructionBlock no Obstruction] -> [> Player no MidasTouch | > MidasRayVertical] sfx8 again | |
horizontal [> Player MidasTouch | MidasThing no ObstructionBlock no Obstruction] -> [> Player no MidasTouch | > MidasRayHorizontal] sfx8 again | |
[> MidasRay | no MidasRaySolid] -> [MidasRay | > MidasRay] | |
(Only a Midas Ray with action effects things, to avoid e.g. Obstruction Bridge toggle loop) | |
[MidasRay] -> [action MidasRay] | |
[action MidasRay ObstructionBlock] -> [MidasRay Obstruction] | |
[action MidasRay ObstructionBridgeVertical] -> [MidasRay ObstructionBridgeHorizontal] | |
[action MidasRay ObstructionBridgeHorizontal] -> [MidasRay ObstructionBridgeVertical] | |
(Midas Touch converts an obstructionBlock into an Obstruction) | |
[> Player MidasTouch | ObstructionBlock] -> [Player no MidasTouch | Obstruction] sfx7 | |
(Midas touch moves with player) | |
[> Player MidasTouch] -> [> Player > MidasTouch] | |
(----Obstruction projectiles----) | |
(obstruction projectile moves turn by turn) | |
right [ObstructionProjectileright] -> [> ObstructionProjectileright] | |
up [ObstructionProjectileup ] -> [> ObstructionProjectileup ] | |
left [ObstructionProjectileleft ] -> [> ObstructionProjectileleft ] | |
down [ObstructionProjectiledown ] -> [> ObstructionProjectiledown ] | |
(obstruction projectile turns into block if it hits a wall, falls off bridge) | |
[> ObstructionProjectile | Solid] -> [ObstructionBlock | Solid] | |
[ObstructionBlock Hazard] -> [Hazard] sfx0 | |
(create projectile when player bumps Obstruction with no powerup) | |
right [> Player no Powerup | Obstruction | no Solid] -> [Player | Obstruction | ObstructionProjectileright] | |
up [> Player no Powerup | Obstruction | no Solid] -> [Player | Obstruction | ObstructionProjectileup ] | |
left [> Player no Powerup | Obstruction | no Solid] -> [Player | Obstruction | ObstructionProjectileleft ] | |
down [> Player no Powerup | Obstruction | no Solid] -> [Player | Obstruction | ObstructionProjectiledown ] | |
(----Player movement----) | |
(fadeout trails) | |
[FadedTrail] -> [] | |
right [no TrailRight no FadedTrail | TrailRight] -> [ | FadedTrail] | |
up [no TrailUp no FadedTrail | TrailUp ] -> [ | FadedTrail] | |
left [no TrailLeft no FadedTrail | TrailLeft ] -> [ | FadedTrail] | |
down [no TrailDown no FadedTrail | TrailDown ] -> [ | FadedTrail] | |
[> Player Powerup][Trail] -> [> Player Powerup][] | |
(sliding rules) | |
[> Player Powerup | no SolidWithPowerup] -> [FadedTrail | > Player Powerup] sfx1 | |
+ [> Player Powerup | Obstruction] -> [> Player Powerup | ] | |
+ [> Player Filter Powerup] -> [Player Filter] sfx4 | |
(create trails) | |
right [> Player Powerup][FadedTrail] -> [> Player Powerup][TrailRight] | |
up [> Player Powerup][FadedTrail] -> [> Player Powerup][TrailUp ] | |
left [> Player Powerup][FadedTrail] -> [> Player Powerup][TrailLeft ] | |
down [> Player Powerup][FadedTrail] -> [> Player Powerup][TrailDown ] | |
(remove powerup if player is on filter) | |
[Player Powerup Filter] -> [Player Filter] sfx4 | |
(non-sliding) | |
[> Player | Wall] -> [Player | Wall] | |
(player can't walk on or off bridge facing other way) | |
horizontal [> Player | ObstructionBridgeVertical ] -> [Player | ObstructionBridgeVertical ] | |
vertical [> Player | ObstructionBridgeHorizontal] -> [Player | ObstructionBridgeHorizontal] | |
horizontal [> Player ObstructionBridgeVertical ] -> [Player ObstructionBridgeVertical ] | |
vertical [> Player ObstructionBridgeHorizontal] -> [Player ObstructionBridgeHorizontal] | |
(----Late rules----) | |
(obstruction projectiles fill hazards) | |
late [ObstructionProjectileHorizontal Hazard no ObstructionBridge] -> [Hazard ObstructionBridgeHorizontal] | |
late [ObstructionProjectileVertical Hazard no ObstructionBridge] -> [Hazard ObstructionBridgeVertical ] | |
(obstruction projectile falls in hazard without correct orientation bridge) | |
late [ObstructionProjectileHorizontal Hazard no ObstructionBridgeHorizontal] -> [Hazard] sfx0 | |
late [Obstructionprojectilevertical Hazard no ObstructionBridgeVertical ] -> [Hazard] sfx0 | |
(if obstruction projectiles still exist, use again to keep sliding them) | |
late [ObstructionProjectile] -> again | |
late [Player Hazard no ObstructionBridge] -> [Dead Hazard no Powerup] (LOCKED) | |
late [Player Exit] -> win (LOCKED) | |
(kinda jank maybe, but automatically place a filter on the exit to prevent powerup smuggling) | |
late [Exit no Filter] -> [Exit Filter] | |
(change player state when on "Thing" tile) | |
late [Player ThingActive no Powerup] -> [Player Powerup] sfx3 | |
late [Player ThingActive Powerup] -> [Player] sfx4 | |
late [Thing ThingActive] -> [Thing] | |
late [Player][MidasTouch] -> [Player MidasTouch] [MidasTouch] | |
late [MidasTouch no Player] -> [no MidasTouch] | |
late [Player MidasThing no MidasTouch] -> [Player MidasTouch no Powerup] sfx6 | |
late [Player MidasTouch Powerup] -> [Player no MidasTouch Powerup] | |
late [Player MidasTouch Filter] -> [Player Filter no MidasTouch] | |
(MidasTouch rotates ObstructionBridge) | |
late [Player MidasTouch ObstructionBridgeVertical] -> [Player no MidasTouch ObstructionBridgeHorizontal] sfx5 | |
late [Player MidasTouch ObstructionBridgeHorizontal] -> [Player no MidasTouch ObstructionBridgeVertical] sfx5 | |
(3D graphics) | |
late[Powerup3D] -> [] | |
late down[ | Powerup ] -> [Powerup3D | Powerup ] | |
late[MidasTouch3D] -> [] | |
late down[ | MidasTouch ] -> [MidasTouch3D | MidasTouch ] | |
late down[Powerup3D | no Powerup] -> [ | ] | |
============== | |
WINCONDITIONS | |
============== | |
======= | |
LEVELS | |
======= | |
(LEVELS) | |
(Zaratustra | |
Solution: RRRR | |
A very difficult level. Can you solve it?) | |
###### | |
#....# | |
@....X | |
#....# | |
###### | |
(Deusovi | |
Solution: LLLLU URDLD URUDL UUUL (fixed a typo in the solution -- marcos_don) | |
A first attempt at playing with the sliding mechanic.) | |
(The mechanic seems pretty difficult to use on its own - I imagine things like destructible blocks might need to be added?) | |
############### | |
#.....#......## | |
#........#....# | |
#.............# | |
##...#........# | |
#...#......#..# | |
#__...........# | |
#._..........## | |
X._.......#.__# | |
#._........._=# | |
#._...#....._.# | |
#=_........._=# | |
#=_===#=====__# | |
##_......##._## | |
##===========## | |
##.......@...## | |
############### | |
(Toombler | |
Solution: https://imgur.com/a/tI2DwLM | |
A level using Obstruction Projectiles. These are created when you walk into an Obstruction. They make a walkable path over hazards in one direction.) | |
########## | |
#.._..#### | |
#.._.+...# | |
#.._.____# | |
#___._...# | |
#.._._.+.# | |
@..___...# | |
#........# | |
#.._____## | |
#.+_..._.# | |
#.._..._.x | |
########## | |
(Anthony | |
Solution : https://imgur.com/a/XS5FipO | |
Exploring the projectile path and destroying Obstruction with sliding) | |
###x###__ | |
#.._..### | |
@...+._.# | |
##..+__.# | |
_#.._..## | |
_#=__..#_ | |
_##=.###_ | |
__####___ | |
(Aspeon | |
Solution: https://imgur.com/a/Dtizas0 | |
An introductory filter level) | |
###@### | |
#.=...# | |
#...._# | |
##&#__# | |
#...__# | |
#..+__# | |
#..._## | |
#____## | |
##x#### | |
(foxblit | |
Solution: https://imgur.com/a/dQdVbh2 | |
UUUULLURRRDLULDDDDDLDLLLLDDRDDLDRUR | |
A level using filters and projectile blocks) | |
########## | |
#...__&..# | |
#...&_.+.# | |
#.+..##_## | |
#.=..#.__x | |
#...._..&# | |
#...._&..# | |
#...&_...# | |
###@###### | |
(Menderbug) | |
########## | |
#......_## | |
#....+.__# | |
#....+.__# | |
@..=...__# | |
#..._____# | |
#..._...## | |
#..._.__## | |
#.+._&_..x | |
########## | |
(stevenjmiller | |
Solution: https://imgur.com/a/qMglwxK | |
Simple level about hfvat bar bofgehpgvba gb cerirag nabgure sebz shyyl oybpxvat bss n cngu) | |
########### | |
###.....#.# | |
###...+.#.# | |
@.......#.X | |
#..=....#.# | |
#.+_....#.# | |
#......+..# | |
########### | |
(Karoo | |
Solution: https://imgur.com/ReRvFk2 | |
A level using projectile blocks) | |
######@# | |
#...__.# | |
#_.+...# | |
#_+..._# | |
#+...._# | |
#=.__..# | |
####x### | |
(marcos_don | |
Solution: rrruu lurrr rdrru uullu urruu u | |
A level introducing the Midas powerup, which enables | |
the player to convert one(1) obstructionblock into a | |
normal obstruction, which can generate more projectiles. | |
Feel free to modify and/or reorder it) | |
####x#### | |
#_______# | |
#_______# | |
#.......# | |
#..+....# | |
#.......# | |
#.......# | |
@..m.o..# | |
######### | |
(csouvey | |
Solution: ULRRU LDRLU RDRLL ULUUD DU [or its symmetric equivalent] | |
Tiny level to introduce Midas touch + Thing powerup interactions | |
in a very constrained environment. | |
I put this before Heiegg's level because it seemed like a simpler | |
use of bridges [with Heiegg's level exploring the consequences | |
in more detail] but feel free to move after instead) | |
####x#### | |
#___o___# | |
#___m___# | |
#.om_mo.# | |
#=..=..=# | |
####@#### | |
(Heiegg | |
Solution of original level: https://imgur.com/z89f0A3 | |
Solution of updated level: https://imgur.com/UOI8wNF -- Menderbug | |
A level that uses Midas touch to rotate bridges.) | |
############# | |
#...........@ | |
#.._______..# | |
#.._....._..# | |
#.._._+.._..# | |
#..__._.__..# | |
#.._..m_.+..# | |
#.._....._..# | |
#.._____._..# | |
#.._..m.__..# | |
#..+.___.#..# | |
#..#__m._+..# | |
#.._______..# | |
######X###### | |
(wryandbeary | |
Solution: DDDDR DDLDL RDDDU LRLUU LDRDD LLLRL RDRRD DD) | |
___#@##___ | |
___#..#___ | |
___#+.#___ | |
__##m.#### | |
__#m__.._# | |
###_._+.## | |
#m_=__.m=# | |
#_..m_#### | |
###__##___ | |
__##.#____ | |
___#x#____ | |
(pickten | |
Solution: LLDDL LLLLU LDUUD LUDLL LDDDD DDRUU UUUUU RRRLD RLURD LUUUD DDLLU UUUUU URRRD LULDL URDRU RRDLL LLLUL LDLLL LULUU DRD | |
Not wildly happy with this; feel free to modify and/or reorder) | |
############# | |
##...=.#.=.## | |
#.....###...@ | |
#..#_____...# | |
#..#=____+..# | |
#..#.____...# | |
#..#....##### | |
#..#.m___mo.# | |
#..+..#.#...# | |
#######X##### | |
(bbb651 | |
Level that intoduces Midas Ray | |
I wanted the solution to require changing the sequence of actions, skipping the Midas Ray at first (which is seemingly forced and serves as a Midas Ray tutorial at first) by wasting it on an Obstruction Block in the up-right area, and only doing it later, but I couldn't quite make it work.. | |
Entrance could be moved to the left side in the same connected area if it doesn't connect well, and level could be reordered | |
Solution: UULLD RURRD RRRRU RULLL DLLUL UULLR UULDL LLLRD DRDDL DRRRR DLDD) | |
########## | |
#####....# | |
#m...m...# | |
#...+....# | |
#..m_m___# | |
##____.+.# | |
#..._..m.# | |
#.+.._&..# | |
###@#X#### | |
(Le Slo: Level about protecting a Midas to then use it for a ray | |
Solution: https://imgur.com/a/JIslnW6) | |
################ | |
#######m.####### | |
#######+.#...### | |
######_......### | |
###..._....m.### | |
@...+.___=.m...# | |
###..._....m.### | |
######_......### | |
#######_##..#### | |
#######_######## | |
#######x######## | |
message Unit tests | |
(UNIT TESTS) | |
###### | |
.+.._# | |
..._.# | |
.+._.. | |
@.._.x | |
###### | |
(RRRRR should not win - player destroyed by hazard | |
URURRDRRRD should win - player crosses | |
UUURDRRURRDDDR should not win - player doesn't move from over hazard | |
) | |
####### | |
......# | |
._+_._x | |
.+....# | |
@.....# | |
####### | |
(RULUUURDRRURRRDRR should win - can make projectile from perpendicular bridge) | |
####### | |
.+...&x | |
@.....# | |
####### | |
(URDRRRRRUR should win - projectile treats filter as solid) | |
######## | |
mm.__&_X | |
...mm.m# | |
...++.+# | |
.......@ | |
######## | |
(LULLU LULUU RULDL LURRR DRRLU RRDRU R - should win, Midas Ray should flip bridge state and stop at Filters) | |
message Mystery levels | |
(MYSTERY LEVELS - read the guidelines for more information) | |
(MYSTERY LEVEL 1) | |
(Solution: RUURRRRRDDRRRRDLURU) | |
###X##### (LOCKED) | |
###.#...# (LOCKED) | |
###.#...# (LOCKED) | |
#..+....# (LOCKED) | |
#.......# (LOCKED) | |
@.....=.# (LOCKED) | |
#.......# (LOCKED) | |
######### (LOCKED) | |
(MYSTERY LEVEL 2) | |
(Solution: RUURRD) | |
####### (LOCKED) | |
#..=.## (LOCKED) | |
#.....# (LOCKED) | |
@.....# (LOCKED) | |
###...# (LOCKED) | |
###_### (LOCKED) | |
###.### (LOCKED) | |
###X### (LOCKED) | |
(MYSTERY LEVEL 3) | |
(Solution: RRDDDRRRULUURUUURR) | |
######## (LOCKED) | |
#..._..X (LOCKED) | |
#.#._..# (LOCKED) | |
@...___# (LOCKED) | |
#......# (LOCKED) | |
#....+.# (LOCKED) | |
#......# (LOCKED) | |
######## (LOCKED) | |
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