Having trouble with level 3-13 it's hard, you can solve it in a few ways, but I am always one move short for 3 stars. The game is great fun, can't say it enough, and it has some very clever put together puzzles.
Agree that level 3-13 is one of the trickier puzzles in this game. I can confirm that the level is solvable in 9 moves. Here is the opening move for the solution for level 3-13 (for me, this was the "tricky" move): Spoiler top row, swipe to left Here is the entire solution for level 3-13 (a trivial variant exists that differs from the second last move onward): Spoiler top row, swipe to left; left column, swipe down; move character to top row, mid column (unlock doors); mid column, swipe up; move character to bottom row, left column (retrieve companion); bottom row, swipe to left; move character to bottom row, mid column; mid column, swipe down; move character to mid row, mid column (exit) Roger-NL, how far are you along in this game? Can you tell me the maximum move counts for the later levels? Levels that have excessively high move counts can be extremely difficult to work through and may cause the game to lose a lot of its fun factor.
Thanks y2kmp3, got it yesterday, but thanks for the trouble you made, I just love this game and the little touches it has for example throwing the cubed robot into the screen to unlock the end gate, that are things I love in games. Yeah the first move is critical, when you don't make that one it's impossible to three star it.
No problem. The game is currently being heavily advertised and promoted on Touch Arcade. Odd that the developer is not posting on the forum in response to player feedback, especially given that the feedback has been so far, in general, positive.
Yeah that's odd, I am very positive ha ha, no kidding, I just like the whole atmosphere this game has, it doesn't do anything particular new, but what it does is great fun and that counts for me anyway.
Thanks for all the support! Hey All! Sorry for not jumping in sooner! This is our very first game that we launch globally, so we have been busy 24/7. Luckily our publisher Fishlabs is helping out as well. But, thanks for all the kind words! Have anyone completed the game yet? or even better, managed to collect all stars?!
I am on level 4-4 now, doing one level at a time, I want three stars on every level before I move on, some levels take me more than an hour though to complete, it can get very complex, but in a good way. Nice to see you on the forum, and congrats on a very fun game, it's hard these days to make something good and get recognized, good luck with your game.
Ah yes, Chapter 4 introduce some new ways of thinking! We looking forward to hear more about specific levels but especially the story. Gameplay is of course always key! But we think a rich lore is important in a game, even if the game is a puzzle game on mobile . We spent hours and hours on writing and producing content that wraps the game to something bigger than "just another puzzle game". A lot of it will not even be shown and we know that only a small fraction of our players will see the outro we made (and a special secret for all the ones that play through it perfectly!), but we hope it can be noticed even in the details and leave people curious and want to find out more! Please tell us your thoughts!
Now I defenatly want to see the ending and the three star perfect ending of course, I was hoping for a good outro, so this makes it even more exciting for me to finish the whole game.
Thought I would drop by and leave some comments about this game. I was so excited when I heard about this game, and the fact I thought it was made by Fishlabs (The guys known for the critically acclaimed Galaxy on Fire series, something I always hear rave reviews about). In the end, it wasn't, but heck, the premise of a lovely Disney-like graphics puzzler pulled me in! First of all, those puzzles are crazy! I've played them at night so my brain isn't functioning that well, but those are some tough nuts to crack starting from mid tier 2 levels! I'm not exactly a fan of minimal moves neither, but I can see how the gane shines in other aspects too. The companion cube bot is really cute (especially when Pi throws the bot into the exit portal), and I love the girl's playful personality (it's funny to see her zapped by the pink doors ). And I agree with Steve, Pi really looks like a boy instead - even at first glance at the app icon you would think it's a boy. I got a little help from someone else and just opened up the final tier. So many things to get... Can't wait to replay the levels (I got 3 stars on some by pure luck too), and definitely waiting for more levels! I would definitely call this game easily recommendable. The visuals, the sounds and the portrayal of the characters make this game a definite pick-up. I've just looked through the memory fragments and am trying to figure out the backstory behind the companion cube. Maybe it's telling us about its world and why it sucked in Pi? Hmm.... A few small digs I have: The level selection doesn't show at one glance the number of stars in each level. I have to scroll through one by one to find out which one to revisit. I understand if its to keep the aesthetics clean, but maybe you might want to provide a pop-up level overview menu stowed somewhere in the corner like Settings and the Memory Fragments. Also, the in-game pause menu doesn't show the star record for that level. This can cause people to replay levels unnecessarily when they used the Next Level button after finishing the previous one. Just something small I'll point out as well: In Settings, there's an option called Cinematics and it's the exact same thing as the video icon at the bottom right of the level selection screen. You might want to remove it from Settings?
Great to hear from the developer. Congrats on the game's release! Very polished presentation. Pleasing aesthetics. Appreciated effort to give a back story to the game with a surprise ending to incentivize player to continue. Can you describe how the target par values are derived for the levels? Do they represent truly the minimum number of moves needed to solve the levels (that is, optimal solutions)? Did you use an algorithm to search for all possible solutions? Are these puzzles all handcrafted? I am asking these questions because of a very interesting finding I just discovered which was entirely unexpected: Spoiler Level 3-14 can be solved in 13 moves (par value given by the game is 14 moves) The move count is an important constraint for this game, since it is what drives the difficulty of the puzzles. Given unlimited moves, it is trivially easy to just move adjacent rows or columns of cells to create a path to solve the levels. I also want to urge the developer to take a look at another game (as stated in my previous post) called Rooms: The Main Building. It was a game developed originally by HandMade Game and has since been re-released on different platforms and under different names. This game shared some of the core mechanics with your game. In both games, it is possible to solve a level using different solution paths. Have you investigated this? In your game, because all of the cells can be moved, at any given time, two adjacent cells can be shifted in different directions with respect to each other. This makes it possible to solve a level ending in different end-state configurations. An good example of this "ambiguity" is Level 3-15. This level is very difficult. Yet, once you discover the "correct" sequence of cells to connect, the level can be solved in many ways by differing how the cells are shifted relative to each other. Not all variations will work, obviously. But it is possible to create trivial "daughter" variants of the "mother" solution. Have you thought about locking down some of the cells? Doing so has 2 advantages: it reduces the number of possible solution paths, making the puzzle more accessible to players who may feel overwhelmed by all of the possible moves, and it makes for a more elegant puzzle by increasing the specificity of the solution (I think it is possible to narrow down to a single solution configuration if enough constraints are added).
Thanks for your comments! @FBI Light Rock The last chapter is really a hard one!, we aimed to challenge even the most hardcore puzzler to be able to get all stars here. But the idea with the last chapter is to take everything your learned and now apply them to the last levels! Please let us know how you progress! =) Regarding the cinematics, We put an extra button in the main menu to make sure people dont miss the videos. Both the intro, the cutscenes between and then the outro tells alot about the world we created, so we just wanted to make sure that people how might have skipped the intro easy could find the video again and watch it. Its even a bit of puzzeling to be made with the videos if you want to figure out what everything is. What is the chamber? What happened before? What role to the little cube plays? Where are they?, etc =) and to quote @mr_bez: instead of telling things with text, we wanted everything to be connected within the game world, so if you dont get 3 stars you dont fill the pillar with all the cubes from the worlds you visit ...... and the pillar being filled to max or not might change the outcome
@y2kmp3 Thanks for the kind words! Regarding each level, all of them are handcrafted! But we knew there is a bunch of smart people out there and you proved that you one of them!. In the later levels there are sooo many different outcome of how you could solve a level (thats why we internally love to play them!) but this also creates a potential that you can solve them even under the limit we decided. It was a decision in the end to still decide a number and if people (like you self) where able to solve it even under the move limit we hope that just increased the enjoyment! =). The cool thing is that we have a system that tracks this, so if someone solves it under the limit we can analyze it! and use this information for potential future levels. And regaridng future levels. If there is a demand for more levels in the future and the game becomes the success we hope for we have a couple of new cool ideas in mind! If you guys have new ideas as well we would love to listen! you can always email: [email protected]
Did not solve one level under the limit, in the harder levels I am mostly one move short ha ha, can't get 3 stars on level 4-4 I don't think you need the portal but I am not sure, been thinking on this level for 1 hour and a half now. Just got level 4-4 with 3 stars but without using the portals, but can't recall it a second time ha ha, but what the heck I did it and that counts. After that I would like to see how the dev. did this level and used a hint, and to my surprise they used the portals to do it, is this intentional to get both solutions working or is this coincedence.
Is it just me or is the game having trouble idling in the background / multiasking mode? Even without any other apps running in the background, if I leave the game running in the background for a while, when I resume the game, the game "loads" as if it is restarting. Somehow, the game was released from memory for idling for too long. Running iOS 8.
Can you try again to see if you can reproduce it? I am quite curious about this. If it is indeed a working solution, may be it can be leveraged to spring another solution that is underpar. In the solution I discovered, the portals are necessary and I used a "few" moves to set it up, so I am very interested to know if it can be entirely bypassed.
Just reproduced the solution for level 4-4 without using the portals, this is half of the solution think you can finish it now y2kmp3, if you want more pictures just let me now.
Nice job, Roger-NL! I was able to reproduce and confirm this alternative solution. Did not expect this at all!