I'm having a lot of fun so far! I might have to take a break and come back to this though, as I'm hopelessly stuck on a part of the level titled "ZOO". (Screenshot of trouble spot under the cut.)
You can get through that section by going along the section of five consumable blocks and waiting for the reflowing of the balls to let you push them out of the way. You'll discover there's a goldilocks strategy at play here where you've got to find the right number of yellow blocks to consume or else you'll trap yourself ;)
Hmmm.. I've now beaten everything in the pre-2.103 build but I can't seem to figure out Rounders.. Do I have to find a way to keep the blackhole in the south-west clear?
possible bug and spoilers below the fold:
I could be mis-reading the level intent (given that I haven't remotely figured it out!) but if you literally do nothing, the lone square-block seems to end up where you probably want it to be:
I'm assuming that you're supposed to trigger that by doing something like this (and sometimes when you do this, it can result in the pusher getting stuck in the little alcove to the right):
I think it's a bug, at the very beginning, the bouncers do something really strange if you pay attention. There are two bouncers that are perfectly aligned, but the bottom bouncer messes it up somehow.
Right, I think I know how to solve this one now, or at least how to get into the final stage of solving it. But I think the pushers in the Eastern section might still be bugged?
Continued below (spoilers)
It's possible I'm triggering things in the wrong way, but in the screenshot below I end up like this — the vertical pusher isn't able to push the horizontal ones up any further, which prevents them from vaporising in the black hole.
The Kye homepage has a screenshot of that level with three timer blocks in the bouncer area. I tried adding those to the level in the puzzlescript editor and it seemed to fix the issue above, though I'm now trying to puzzle out the rest of the solution, so perhaps I've only kicked the can down the road :)
edit: oops scrub that, I have now completed this monster of a level (phew) but it's the same issue as the first time round, where if you wait the bouncers will eventually just produce the solution without any player intervention. In this configuration, the collision between the vertical bouncer and the two horizontal ones seems to cause the lower horizontal one to desync from the upper one.
I don't understand , so are you able to beat the level in this version of the game without any modification to the level?
Regarding the behavior differences, it looks like it's impossible to make it work identically without adding a lot of lag to the game. I will likely tweak the level so that it works in this game.
These are really enjoyable! I found that on the level 'four' I could do some ninja shunting of arrow-circle-blocks so that as they popped out of the conical-flask-like-structure behind me, I could move down and up or left and right very quickly to stop them entering their opposite structure. I wasn't sure if that was part of the original game's mechanics or if I was abusing the slow tickrate of puzzlescript!
It's part of the original game's mechanics, you can do the same stuff (and the tick rate is as slow, I can actually make the game twice faster in puzzlescript, but I chose it to make it work as close as possible to the original). It's usually not a great way to solve things by doing this stuff, and this is the main reason Xye has arrows that are faster than the player.
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I'm having a lot of fun so far! I might have to take a break and come back to this though, as I'm hopelessly stuck on a part of the level titled "ZOO". (Screenshot of trouble spot under the cut.)
You can get through that section by going along the section of five consumable blocks and waiting for the reflowing of the balls to let you push them out of the way. You'll discover there's a goldilocks strategy at play here where you've got to find the right number of yellow blocks to consume or else you'll trap yourself ;)
Thank you!
Hmmm.. I've now beaten everything in the pre-2.103 build but I can't seem to figure out Rounders.. Do I have to find a way to keep the blackhole in the south-west clear?
possible bug and spoilers below the fold:
I could be mis-reading the level intent (given that I haven't remotely figured it out!) but if you literally do nothing, the lone square-block seems to end up where you probably want it to be:
I'm assuming that you're supposed to trigger that by doing something like this (and sometimes when you do this, it can result in the pusher getting stuck in the little alcove to the right):
I think it's a bug, at the very beginning, the bouncers do something really strange if you pay attention. There are two bouncers that are perfectly aligned, but the bottom bouncer messes it up somehow.
Try with 4.107
Right, I think I know how to solve this one now, or at least how to get into the final stage of solving it. But I think the pushers in the Eastern section might still be bugged?
Continued below (spoilers)
It's possible I'm triggering things in the wrong way, but in the screenshot below I end up like this — the vertical pusher isn't able to push the horizontal ones up any further, which prevents them from vaporising in the black hole.
Yeah, I'll have to open up time to solve it in Xye and see what happens different. Seems I was overconfident regarding which levels would work.
The Kye homepage has a screenshot of that level with three timer blocks in the bouncer area. I tried adding those to the level in the puzzlescript editor and it seemed to fix the issue above, though I'm now trying to puzzle out the rest of the solution, so perhaps I've only kicked the can down the road :)
edit: oops scrub that, I have now completed this monster of a level (phew) but it's the same issue as the first time round, where if you wait the bouncers will eventually just produce the solution without any player intervention. In this configuration, the collision between the vertical bouncer and the two horizontal ones seems to cause the lower horizontal one to desync from the upper one.
I don't understand , so are you able to beat the level in this version of the game without any modification to the level?
Regarding the behavior differences, it looks like it's impossible to make it work identically without adding a lot of lag to the game. I will likely tweak the level so that it works in this game.
These are really enjoyable! I found that on the level 'four' I could do some ninja shunting of arrow-circle-blocks so that as they popped out of the conical-flask-like-structure behind me, I could move down and up or left and right very quickly to stop them entering their opposite structure. I wasn't sure if that was part of the original game's mechanics or if I was abusing the slow tickrate of puzzlescript!
It's part of the original game's mechanics, you can do the same stuff (and the tick rate is as slow, I can actually make the game twice faster in puzzlescript, but I chose it to make it work as close as possible to the original). It's usually not a great way to solve things by doing this stuff, and this is the main reason Xye has arrows that are faster than the player.
Great work! It reminds me of those days which I play kye long ago.