A lot of the platforming is good, but the mechanics of what stops the the main door lock from working are terribly explained or simply aren't all. Sometimes hitting certain walls kills the attempt, but with other configurations you can touch the same kill walls. I'd change it so it would be allowed to loop endlessly and it would be up to the player to kill the attempt.
Can someone explain to me how level 27 doesn't have multiple solutions? You can shift the second and fourth squares in the top row down one and still have a valid solution as far as I can tell, but the game doesn't recognize it as valid.
There is a ton going on here and it is done well for the most part. However, please find someone to go over the writing. The stilted english can be quite jarring at times. That being said, didn't stop me grinning like a fool the farther into this I went. I haven't been this pleasantly surprised in a long while.
Endless 37 was the one that stumped me for a good long while, but it does have a logical solution if you stare long enough. Where's everyone else managed to get to?
So I've noticed on the 2-4 puzzles logic alone won't allow you to solve them (most of the time). A tip to keep track of the differences between sure things and guesses is to go as far as logic can take you, lock all the number you're sure must be taken out, then make educated guesses. In the end try to have no more than one row and column that don't work. Whether they're over or under their totals will tell you if you need to use more 2's or 4's in the real solution. Use that to guy your next attempt. Lather. Rinse. Repeat.
Pillar of Unity in 92 cycles:
b,3,4;d,1,7;b,3,10;b,6,7;t,9,3;t,9,1;m,0,5,0,3,wwcr1dojw;m,0,10,270,2,1ww1owwc11ww2ww1;m,1,10,90,1,wcluordw;m,3,12,180,1,wwwcrolw;m,4,7,0,1,dcuo;m,6,10,270,1,wwcuodww;m,4,2,90,3,cdojw;m,1,4,0,1,oldwwcru;m,3,2,180,1,lorwwwwc;m,4,6,270,1,wclrrolw;m,4,8,90,1,lorwwcrl;m,6,3,90,1,odwwwwcu;m,9,7,0,2,rrwwwwwwcr22rlro;m,9,6,0,2,douc;
An addendum to c4man's observation: you can even break bonds between atoms in this way! Mercury and salt can be used in glyphs of projection and duplication (respectively) regardless of what they're attached to. Not sure that's ever useful, even in Magnum Opus, but it is cool.
blueswallow's design philosophy comes with an unstated caveat. If any level requires 9 (or some equally troublesome number) of one atom then a 16 cycle will not be adequate as you'll need 18 (or more) cycles for full security. Resina Draconis is an example of this. Your only recourse to maintain the 16 cycle is to begin to employ mobius loops in your programming, such that your manipulators only return to their original position every 32 cycles, not 16. It's a rather advanced trick and it often makes manipulator positioning a nightmare.
Baron Wheel: b,10,11;d,6,8;m,7,11,0,2,orcl;m,13,11,180,1,oucdw1w1w1;m,5,10,0,1,clojw;m,2,8,0,1,wwcuj1;m,10,14,180,2,crol;m,11,8,90,2,cr111rorrw;m,11,2,180,2,rwwwwwcr2o;m,10,2,0,2,rwwwwwcr1o;
The last two manipulators use a technique that is indispensable later.
For the minx maxers still playing this: the way a mega tower's power is calculated works off of the constituent towers' current stats. This means if they're buffed by towers outside the four that go into the mega tower, that buff gets magnified. By doing this you can get mega towers with stats waaaay beyond what should be possible.
Here's my solution for level 15. Not pretty, but it works.
b,6,8;t,3,11;b,2,5;p,10,11;m,13,11,90,1,crol;m,3,13,180,1,;m,6,11,180,2,;m,0,5,0,2,;m,11,13,270,1,orcl;m,3,8,0,2,oucd;m,7,11,90,1,wwwculordwwwww;m,10,8,90,2,crolcrolwwcrol;m,10,13,180,2,cdroluwwcrdolu;
Here's my behemoth of a solution for the almighty Philosopher's Stone:
b,3,11;b,10,11;c,3,6;c,5,6;b,7,7;b,6,9;c,12,5;c,12,7;m,0,11,0,2,wwcuodwwww;m,6,11,180,2,wwwwcdouww;m,3,9,180,1,uwwwwcdlor;m,1,11,90,1,wwclorwwww;m,3,13,180,1,crolcrolww;m,3,1,180,1,cuodwwwwww;m,0,5,270,3,wwcllollww;m,11,13,0,1,wwclorwwww;m,7,11,0,3,wwcdwdouuw;m,11,1,0,1,cuodwwwwww;m,14,5,270,3,wwcrrorrww;m,13,11,90,1,crolcrolww;m,11,9,0,1,wuwwwcdrol;m,10,14,270,1,uwwwwwcd1o;m,4,8,180,1,r2rorucd1r;m,10,9,90,2,1rdoluwwwc;m,8,5,90,2,wwwcdloruw;m,12,3,180,1,u1oddlc2ru;
Though I know it's only wishful thinking I would absolutely love if we got another edition in this series that was simply an engine for making custom levels. Allow for the adjustment of the target circle and what sources we're given to start. I think it'd be interesting to see how simply rearranging the ordering of sources in these levels would force changes in their solutions
So anyone slightly disappointed we didn't get to fight the demon that's mentioned or at least see the 'soul jewel' that's mentioned? Or is it possible and I'm just stupid?
jskirl, you need to get the spell near the end of the magic portion of the skill menu called Transmute. It can turn any item into a Artifact. Use it on the berries and they leave the cave with you. From there give it to the guy, do another run, go back and talk to him. He'll give you an amazing health potion.
I'd really like to not be pushed back when I step on stairs, but decide not to go down. I've run into a few levels where I can't reach part of the floor because I can't step over the stairs.