A couple of controls issues, but otherwise, gameplay is solid. Since there is no benefit to moving the tableau around, just make double click to move item onto existing number on tab. and just make one keyboard button for "move top card from draw to tab." and one for "from reserve to tab."
Really entertaining solitaire variant. Did you make it up or does it go by a different name?
Neat concept. If you can, make it so that you unlock the next step by failing at after a progress point. Otherwise, failing to jump at the first cliff advances the story. I mean, maybe that is intentional, but it seems more powerful to me to make it so that failure at a new spot results in new success. Failure at an old spot shouldn't result in new success.
Not an original concept, but the artwork was great and the music really gave the game such a peaceful, relaxing feel. An amazing recreation of an old puzzler.
Update: I'm now having this game run at 100% cpu (all cores). And some new piece showed up that I don't know what it is, and I can't seem to slide any of my pieces anymore. To my previous statement, instructions and cpu usage reduction are paramount to improving this game.
Very fun puzzler. Would be better with an in game tutorial/instruction manual. Introduce what new pieces are so I don't have to guess what hollow blocks, or blocks with edges blocked mean, rather than guessing. Game supremely lags out when I try to drag rotate a row/column. Also, stack overflow when I lost the game. Otherwise, a great puzzler. Looking forward to seeing an improved version.
To be honest, we were inspired by a child game - in our country we call it "stick and ball". We're glad you find it entertaining, though. :) Thank you and keep having fun!
If you have a way of storing the top programs in terms of both style and ticks... I'd love to have a means of viewing the top solutions. for the few where another user has edged me out :P
I have no idea how to implement such a thing. I also don't want high scores to be ruined by people copy/pasting the best solutions. Often if you ask a person for what they did though, they will give you a hint. Right now it's all about storing temporary values into the code itself using self-modifying code so that you can avoid using MOV. Looking at your scores though, it looks like you already know this :)
Rehash on a common game type and mechanics. My short gameplay didn't yield much noteworthy as far as distinguishing features are concerned. Biggest gripe is that the game design made the units and towers so tiny that I can barely see them. If you have a common game mechanic and everything is so-so, you should be setting yourself apart with graphics, at minimum. Overall, decent execution, but kinda boring because it's nothing special.
I keep running into an issue where the tooltip descriptions disappear and come back a while later. Very hard to play this game without descriptions for buttons. Great otherwise.
I suspect that your "autosell not paying out" bug is due to a race condition between the depositors (producers) of the stone and the autosell as a consumer of the stone. See if adding in a little synchronization protection in the form of a mutex works to clean it up
Spoiler/Feature Request: Once I've broken the rules and hit the 's' key, it would be nice to be able to lock back into the terminal the way it was before I hit the 's' key.
Honestly, trying to play this against myself was a little difficult, so I'd like to see a mode where you can battle AI for single player, and would even love to see you add an online multiplayer down the line. This game has so much potential. Your work thusfar as been great. Keep up the good job.
Thanks for the ideas. I found this variant in a collection of solitaire games (Python Solitaire I think).