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One Too Many (and two other games)

It’s been more than a year since the last one, so it’s once again time for an exquisite corpse’d PuzzleScript game from the Thinky Puzzle Games Discord. Or rather, three games! We were split into three groups with the same seed project to each take the game in our own direction, with the organizer later figuring out how to unify them together.

Or as happened, to not unify them together and instead just release three games.

https://thinkycollective.itch.io/one-too-many

One Too Many is the one I worked on, and you can definitely tell from the difficulty and mechanical flow that this game was made by a lot of different people in a row.

I was the third contributor to this branch, so most of the mechanics didn’t exist when I got the game and as a result my level is fairly vanilla. It’s also the hardest and last such vanilla level in the game, which is something that keeps happening with my contributions to these projects. I’m not doing it on purpose, I swear!

Because everyone has difficulty figuring this one (myself included): if you get to the level with + signs in it, you can press X to spend one to wait one turn. This is also by far the most difficult puzzle in any of the three games, so don’t feel bad about not being able to solve it even knowing the new mechanic.

https://thinkycollective.itch.io/life-of-the-zip-bird

Life of the Zip Bird is easily the best game of the three, so if you only play one, it should be this one haha. Best flow, mechanical development, and theming.

https://thinkycollective.itch.io/theodoor

Theodoor is the easiest game of the three, but also half of the puzzles rely on baffling multi-object interactions that are probably difficult to figure out without just doing weird things and seeing how it breaks the object model, so it’s a different kinda experience.

Hyper’Rinth

I was scrolling through new releases on the Switch eShop last night when I noticed there’s a digital version of the board game Labyrinth, which I was obsessed with as a kid:

So obsessed that I made a reduced version of it in HyperCard, which I recorded a little video of: https://twitter.com/CHz16/status/1713681323582456074

I remember being really satisfied at the time with doing two-endpoint line segment calculations to animate the first card into position and then the last card back into the upper right for the next move, thinking the seamless loop was slick as hell (I was a teenager). The colorization here was with Uli Kusterer’s xDraw suite, which I don’t really remember but evidently I found at some point.

Happy 10th birthday, PuzzleScript!

(this was a response to a post on cohost by Alan Hazelden announcing the tenth anniversary of PuzzleScript)

I’ve been making games since the ’90s with HyperCard, and even posting them online since college, but PuzzleScript’s release in 2013 was really when I started releasing games in a way beyond just uploading them to my obscure personal website with the expectation that only two people I know in real life would play them. Now I post them in places where tens, maybe even on rare occasion hundreds of people might play them! I dunno that I’ll ever make a “serious,” “substantial” video game, but I’ve definitely made way more unserious, unsubstantial video games than I would’ve had it not existed, and I’m super thankful to Stephen Lavelle for that.

I made a little puzzle sketch to mark the occasion. I’ll upload it to itch.io eventually, but in the true spirit of PuzzleScript, I think you should just play it on the website itself: https://www.puzzlescript.net/play.html?p=21f0a4818c539dae0cfd861b89b70dc2

(If you don’t recognize some graphics: they’re from Thinky Collective games! I had a grand idea to include a sprite from every game in the official PuzzleScript gallery, but decided not to do that after quickly realizing it would take me a week to finish. They’re some cool community projects that PuzzleScript made possible :eggbug:)

A couple of other tributes by people who aren’t me:

Chiaroscuro

Another Games Done Quick marathon means another game jam I participate in, and I made a real video game this time! It’s slightly cryptic and experimental and might look like a puzzle game, but the levels are randomly generated and personally it feels better to me to think of it as a strategic game about incomplete information. It might be tuned a bit too difficult, but I wanted to incentivize certain kinds of behavior with a lower-than-comfortable amount of resources. I assure you that it is in fact usually possible to win the game without having to do more than a tiny bit of memorization at any one time!

https://chz.itch.io/chiaroscuro


The genesis (this will turn out to be a pun next sentence) of this was a game I started in 2013(!) and never finished called The Painters. It was supposed to be a narrative game where you reenact an original, color-based creation myth: the world starts gray and formless, and colors are added one at a time, bringing some natural element to the world and also a puzzle mechanic. I never got very far in the project because I couldn’t come ever come up with a set of mechanics that I thought jelled together well.

At some point around when I stopped working on that, I had the idea that the general gray-vs.-colors idea could work as a randomly generated explorey game, which I programmed as Canvas. Canvas plays broadly the same as Chiaroscuro, with the main difference being that instead of a meter, there are three different colored containers and each color has an inherent range. I more or less finished Canvas, which I still have the code for, but I never released it because I felt it had insurmountable clarity issues. Not just for colorblind folks, for whom I’m sure the game would’ve been a disaster, but for anyone I found it pretty difficult to pick a set of colors for the background and player such that you’d always be visible no matter which color you were and where you were standing, while only having a 5×5 sprite to work with.

screenshot of a nearly completed level 2 of Canvas; the picture is mostly random splotches of color, mainly yellow with some red and blue and their combinations

I thought a grayscale version could possibly work better, so I made the original version of Chiaroscuro, which was basically the same game as the new version. I was unable to get the player visibility where I wanted it to while also balancing a decent amount of different gray shades, so I never released that one either. I never saved a copy of the original Chiaroscuro code, so at some point my PuzzleScript browser storage cleared and I lost it.

Finishing or remaking one of the two games has always been in the back of the mind as a potential project to do during a GDQ jam, and I finally did it this time! The main thing that changed this time was that I suddenly decided that not only was I okay with the player sometimes just being completely invisible, but that it would be cool actually to reinforce the horizon of the unknown and have areas essentially “so safe” that you disappear in them.

Rather than take my old Canvas code and repurpose it into Chiaroscuro 2: Electric Boogaloo, I rewrote the game from scratch. It’s a little bit more polished than Canvas was (and I assume the original Chiaroscuro was); I added a couple extra sound effects, animations, and [REDACTED], tweaked the tile probabilities to something that finally felt good for me specifically to play (but maybe not anyone else), and put in the final graphical hold after you beat the game which I never thought of before working on the game last week but seems completely 100% obvious in retrospect.

I don’t know if the game’s actually fun for anyone else, since mechanically it’s very simple and while there is some strategy it doesn’t really admit a whole lot, I think there’s kind of an exploratory zen feeling to it, like you might get from hopping into a randomly-generated cave in Minecraft and finding rooms designed with absolutely no intentionality or purpose but which must be navigated anyway.

Blast One Standing

So the Thinky Puzzle Games Discord just released the latest in our series of exquisite corpse-style PuzzleScript games where the organizer starts with a small seed and a bunch of us get the game one after another and add a little bit to it: a level, a new mechanic, some polish, some writing, etc. This one’s called Blast One Standing!

https://thinkycollective.itch.io/blast-one-standing

My only contribution was level 7, which is the last puzzle of the “base mechanics” intro section before additional elements are introduced and which seems to be the first sticking point for some people. Including this anonymous poster on bontegames who left an amazing comment:

Anonymous comment saying \

I have to imagine they just meant that they expected to get stuck early, but it’s hard not to feel like I’m being called out for making another stumbling block puzzle in these collaborative projects, even though I’m not outwardly identified in the game as the creator of this puzzle. Did they know?

Saṃsāra

So sometimes I make things? Game-related things?? And I could post about them here too???

So for the traditional Games Done Quick game jam I always try to do something for, I made a small pack of levels for Lexy’s Labyrinth, a Chip’s Challenge 2 emulator by eevee with some custom elements. She plugged it last month and in the process listed a new item that I didn’t know she’d added, the ankh, and I had ideas (plural), and when I have level design ideas that usually means we’re all in trouble.

While it might be possible to trundle your way through this blind and figure out how everything works, the levels very much assume you have Chip’s Challenge 2 experience, so this probably isn’t particularly accessible to The Populace. eevee has a tutorial set of puzzles called “Lexy’s Lessons” that should run through all the non-custom elements I use in the levels, but it’s possible there are one or two weird behaviors that you kinda just have to know about. There are no tutorials anywhere for the custom elements I used in the levels, but I put their level editor descriptions in the pack’s page and maybe that’s enough information to figure out how to use them.

I plan to tweak a couple of the levels slightly in the future once it’s possible to actually save another custom element (one-way walls), but those changes won’t affect the main ideas behind the levels.

Well anyway, sorry

https://chz.itch.io/samsara

“Adding Some Spice to Your Marriage”

I’ve participated in two game jams this year and released two games!

The first jam was during Awesome Games Done Quick 2017, and for it I made Composition. Which is… weird. We’ll go with weird.

The second was a horny game jam during February, and for it I made Adding Some Spice to Your Marriage, which is an “instructional DVD” (rhythm game). It has a couple of risqué photos in it but is otherwise abstract enough that it’s probably safe for work.

Spice is something I felt like talking about a little, so here’s a bunch of words! This post is just a collection of random things I wanted to say; there’s no arc through it or grand summary at the end that fits everything together. Continue reading ›

“TIS-100” Journal

Here’s a series of posts about my solutions for puzzles in the parallel architecture assembly code game TIS-100 by Zachtronics.

This isn’t a walkthrough: there are surely better places you can go for help than here. And it’s certainly not me showing off how I’m the best programmer alive: most of these are just the first thing I got to work and score average or below average compared to other submitted solutions. This is really just a reference document for myself so that, if I revisit this stuff later, I’ll know what the heck the code is doing without having to decipher assembly.

This is very much a work in progress, and I’ll update this post with links to the future pages for each puzzle as I get around to writing them. * Puzzles starting with an asterisk are solutions I recommend.

A note on the solutions, since this tidbit in the manual is very easy to miss: if you leave a comment starting with ## in your code somewhere, that comment will show up as the name of your solution from the file selection screen.

TIS-100 SEGMENT MAP

  1. SELF-TEST DIAGNOSTIC (SEGMENT 00150)
  2. SIGNAL AMPLIFIER (SEGMENT 10981)
  3. DIFFERENTIAL CONVERTER (SEGMENT 20176)
  4. SIGNAL COMPARATOR (SEGMENT 21340)
  5. SIGNAL MULTIPLEXER (SEGMENT 22280)
  6. SEQUENCE GENERATOR (SEGMENT 30647)
  7. SEQUENCE COUNTER (SEGMENT 31904)
  8. SIGNAL EDGE DETECTOR (SEGMENT 32050)
  9. INTERRUPT HANDLER (SEGMENT 33762)
  10. SIGNAL PATTERN DETECTOR (SEGMENT 40196)
  11. SEQUENCE PEAK DETECTOR (SEGMENT 41247)
  12. * SEQUENCE REVERSER (SEGMENT 42656)
  13. SIGNAL MULTIPLIER (SEGMENT 43786)
  14. * IMAGE TEST PATTERN 1 (SEGMENT 50370)
  15. * IMAGE TEST PATTERN 2 (SEGMENT 51781)
  16. EXPOSURE MASK VIEWER (SEGMENT 52544)
  17. HISTOGRAM VIEWER (SEGMENT 53897)
  18. SIGNAL WINDOW FILTER (SEGMENT 60099)
  19. SIGNAL DIVIDER (SEGMENT 61212)
  20. SEQUENCE INDEXER (SEGMENT 62711)
  21. SEQUENCE SORTER (SEGMENT 63534) [unsolved]
  22. STORED IMAGE DECODER (SEGMENT 70601)

TIS-NET DIRECTORY

  1. SEQUENCE MERGER (NEXUS 00.526.6)
  2. INTEGER SERIES CALCULATOR (NEXUS 01.874.8)
  3. SEQUENCE RANGE LIMITER (NEXUS 02.981.2)
  4. SIGNAL ERROR CORRECTOR (NEXUS 03.176.9)
  5. SUBSEQUENCE EXTRACTOR (NEXUS 04.340.5)
  6. SIGNAL PRESCALER (NEXUS 05.647.1)
  7. SIGNAL AVERAGER (NEXUS 06.786.0)
  8. SUBMAXIMUM SELECTOR (NEXUS 07.050.0)
  9. DECIMAL DECOMPOSER (NEXUS 08.633.9)
  10. SEQUENCE MODE CALCULATOR (NEXUS 09.094.9) [unsolved]
  11. SEQUENCE NORMALIZER (NEXUS 10.656.5)
  12. IMAGE TEST PATTERN 3 (NEXUS 11.711.2)
  13. IMAGE TEST PATTERN 4 (NEXUS 12.534.4)
  14. SPATIAL PATH VIEWER (NEXUS 13.370.9) [unsolved]
  15. CHARACTER TERMINAL (NEXUS 14.781.3)
  16. BACK-REFERENCE REIFIER (NEXUS 15.897.9) [unsolved]
  17. DYNAMIC PATTERN DETECTOR (NEXUS 16.212.8) [unsolved]
  18. SEQUENCE GAP INTERPOLATOR (NEXUS 17.135.0)
  19. DECIMAL TO OCTAL CONVERTER (NEXUS 18.427.7)
  20. PROLONGED SEQUENCE SORTER (NEXUS 19.762.9) [unsolved]
  21. PRIME FACTOR CALCULATOR (NEXUS 20.433.1)
  22. SIGNAL EXPONENTIATOR (NEXUS 21.601.6)
  23. T20 NODE EMULATOR (NEXUS 22.280.8) [unsolved]
  24. T31 NODE EMULATOR (NEXUS 23.727.9) [unsolved]
  25. WAVE COLLAPSE SUPERVISOR (NEXUS 24.511.7)
  • D.$A5R.5SRD..

“Ergo”

Let’s get the business out of the way first; the rest of this post will be a rambly mess, but we’ll get things done here above the line.

I have a “new” browser game! “New” in quotation marks because it’s something I 80% finished eight years ago and then 95% finished four years ago, and also because it’s basically just a port of the old puzzle game Cogito.

Play Ergo here

Try it out and let me know what you think! Continue reading ›

Best video game songs of 2015

Every year I usually have a reasonably strong preference for my favorite soundtrack from a video game that came out that year, but that wasn’t really the case for 2015. So instead, here’s a list of the five songs I’ve probably listened to the most from games released in 2015.

Continue reading ›