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hey, I liked this game a lot, but could you add some way for the player to tell how the points work? I know they count down, but I have no idea how I am scored. for example, should I be aiming for fewer calls or fewer commands? what's the most points that I could get on each level? and so on.
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I am not sure if the game is easier for programmers or not. A programmer is usually feeling bad about writing such a fugly code.
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A nice challenge. The programmer in me rages a little at the last two levels because they require lots of extra calls to be made since our helper functions have a limited number of allotted commands. Definitely hard to wrap my brain around, but I liked it!
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What's good about programming is that programs made by different people never look the same. What's bad about programming is that it can be difficult to understand programs written by other people. This puzzle mostly forces you to guess the developer's solution, instead of finding your own :/ This is not necessarilly a bad thing, but with the addition of conditionals (especially since you don't have a "not" condition) it makes the game much less intuitive than the previous one. I definitely can't understand some of the expert levels.
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Wow, what a game. The last expert level was waaaay out of my league.
After 4 days of screaming things like "No, no, don't jump" and "I need a f*cking variable", I had to choose between clicking the walkthrough or looking for another wife. I don't like my chances, so I clicked... :(
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Programming is not my thing, but these games are very well-made. The wordless tutorial works very well. A nice creation that I'm sure others who ARE into programming will enjoy. For me, the basic level set was enough, but I enjoyed that bit.
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Every time I have to turn, I wind up spinning my hand in the air to figure out which is which, and I'm on the colored levels! You should really change those to L and R, or, at the very least, put the "turn left" button on the LEFT and the "turn right" button on the RIGHT!
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Pro tip: You can just click on the box you want to put your commands in and then just click on the icons and they will be automatically inserted into said box. Way quicker than clicking over and over and over again.
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Lightbot and Lightbot 2.0 are two of my favorite flash games. Please keep creating along these lines. These are incredibly fun. 5/5
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Cool game, but the GUI needs some work (like being able to insert commands in between other commands without having to manually drag them all.) 5/5 because it's still a lot of fun.
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Have you ever noticed, if you use a programming app to make a game, the developer of that app has programmed an app, so you can program an app....
Sounded alot better in my head.
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This is pretty fun thus far. I remember the first game being enjoyable. It's been a while since I played the first one, so I'm a little unsure if it's true of both versions, but I thought we were graded with that one on achieving a code with fewer commands. In this one, the limits kind of frustrate me, (like, where it only lets you have like, 5 slots in F1 and one slot in your code and whatnot) mainly because when I'm stuck I like to create a really awful code that just gets the job done and then tweak and simplify it into something better. With the limits, I can't make huge, awful codes to work down from. But, maybe that's why I'll never be a programmer. (I'm not sure if I even got across what I was trying to say...) Either way, I do still like this game. Thanks for the second installment~
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If you do another game, I'd like to see "gray-only" conditionals. It would give players a lot more power over what their lightbot can do.
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Really good introduction to programming logic if I could give this a perfect 5/7 stars, I would. Alas, only a perfect 5/5
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The original was great fun, deserving a 5 star rating. This one not so much. There are many ways to reach a goal, this game shouldn't force you to recreate the developer's way.
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Just so you know, if you click where it says "Main Method, Function 1, or Function 2," you don't have to drag each one, you just click them, and they pop up there. I didn't figure this out until the 3rd to last level... ):<
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Honestly the last two levels you have to brute force it so much that the solutions stop really making logical sense and only work through excessive ugly loops
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@BahaaDhrymm Colour conditionals work based on the colour of the bot, not the colour of the tile the bot is on, hence why you need to use the light on the first conditional level. The stop function works using this logic "if bot colour is {chosencolour} then break" and I have never seen it work incorrectly.
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I think I'm kind of figured out the scoring system.
If you don't play a level, the commands and calls are all 999. So you have 47952 score at the begining.
If you play a level, you replace 999 with your commands and calls number, so if you play a level, you should at least have -9xx score.
Therefore, getting calls less is more important. (You can play twice, once for calls and once for command, so your score will have both minimum)
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This game reminds me a lot of a game I played as a kid, The Lost Mind of Dr. Brain... one of the minigames was almost -exactly- like this one, with a little programmable 'bot! Anyone else played it? :)
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So you can't actually create loops in this game, because the structure of your conditionals doesn't always allow for an if/else construction, where one condition yields a unique response and ALL others yield another. The only way to loop in this game is to recurse and have a condition(s) to break out of it.
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Great game. But sadly it seems to be very CPU intensive and controls are very laggy. CPU usage is about 20% when mouse pointer is outside game widnow and about 40% when inside (idle). And moving the mouse inside the game causes CPU usage to instantly strike to 100%! Also that causes even several seconds lag in registering clicks + pointer movement.
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The last two levels were a really great challenge, and I especially applaud the second-to-last level for also being elegant (and for being a depth-first traversal of a tree, totally in theme, though knowing that didn't help me solve it). The curve is a bit steep at the end though; I can't imagine anyone who could solve the last two levels without help would find any of the other levels at all difficult.