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Geez. "Ophanim" is seriously the hardest puzzle I've solved in seven years. I cannot believe I solved it in this lifetime.
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Ok, it appears now that with the new update (1.13) in order to make a BRIDGE with conveyors you must hold down the SHIFT key when you place the new conveyor.
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under the assumption there would be no space restriction:
I'd say it is turing complete, as we can simulate a turing-mashine as follows:
for any alphabet, encode it in binary using red and blue.
limit those symbols by yellow dots.
use a single green dot to denote the position of the read/write head (it's easy to move it forward/backward)
now, the swiches, and belts can be used to emulate states, wich enables us to build a deterministic TM.
so, yes, the game actually seems to be turing-complete
((it can emulate any turingmashine, so it is one));
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How the hell are you supposed to supposed to solve “Orphanim”?? ^^
IMPOSSIBRU!! ;) What’s next? Simulating arithmetics?
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waaaaah, completed 20 lvls and only then found out that you can bridge with shift click! .... well good, now I can redo earlier lvl and properly optimize them :)
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It's one of my favorite games, but I remember that when I first played it was very confusing. Perhaps that is why it is underrated.
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Hhhhghhhghh... I just spent the last two days playing this game. I woke up this morning and my dad was like, "Are you going to work?" and I was like "No way it's Monday."
Damn you. And thank you.
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Developer here!
Can't reply to everything, obviously - and this isn't a very good space to reply at all (if you want to guarantee that your suggestion/complaint will be replied to, try the "tigsource feedback thread":http://forums.tigsource.com/index.php?board=6.0 or "http://www.formspring.me/PleasingFungus":formspring!), but here's a few things.
CeruleanDragon: there are actually longer tooltips that appear if you hover over the items in question (or anything, for that matter!) for longer. If you didn't find those, though, that's my fault as a designer, not yours as a player. I'll look into explaining that better.
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Some help on the binary levels,-- 1. milidogs: accept strings that end with a blue dot-- 2. robotanks: accept strings that have four other dots after the first blue dot.-- 3. soldiers: add three red ones to the end of the string (yes this is as easy as it sounds)-- 4. robospies: accept only the strings that have (a total of) one blue dot, followed by a odd number of red dots incl zero.-- 5. officiers: build a machine that changes the last red dot into a blue dot or if it ends with a blue dot, the last string of blue dots into red dots and the dot before the last string of blue dots (so a red dot or no dot) into a blue dot. this is quite hard to build actually even if u understood my explanation :3-- 5. general: same as officiers but switch red and blue everywhere. -- hope this helped and good luck !
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"Your machine ran for so long that the malevolence engine ran out of patience. You completed the problem assigned... But you can do better than this. Your very most disappointing test was 'rbrbrbrbrbrb', at 202 time units."
Tough luck. I passed, and that's all that matters! Although I understand the patience problem: if the malevolence engine is always correct in this regard, it would have solved the halting problem!
My machine was
?lvl=18&code=g12:3f3;c10:7f1;c10:8f1;c10:9f1;p10:10f4;b10:11f1;c11:7f3;c11:8f3;c11:9f3;c11:10f0;i12:6f1;p12:7f3;g12:8f3;q12:9f6;p12:10f3;c12:11f3;c13:7f3;c13:8f3;c13:9f3;c13:10f2;c14:7f1;c14:8f1;c14:9f1;p14:10f6;r14:11f1;c12:4f3;c12:5f3;c13:6f0;c14:6f0;p10:4f1;c10:5f1;c10:6f1;c11:6f0;r9:4f2;b11:4f0;q10:3f5;c11:3f2;
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I just want to say that all in all this is the most enjoyable programming/logic game I've ever seen. So good, in fact, that I stuck it out long enough to complete every single level (well, still working on the bonus levels) on my own without looking up walkthroughs, borrowing other people's solutions, or giving up, and that's a first for me. Kudos, and I wish people wouldn't vote games down just because they require higher thinking, because this game deserves to be rated much higher.
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Is there a fast solution to any level? In some of them I get "THE MALEVOLENCE ENGINE IS OUT OF PATIENCE" (I mean, TLE), but when I run the test cases, they work and it says something like "the engine had given up on you, this works, but you can do better". Am I an awful person, or this happens to you too?
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I love the fact that some of the solutions I come up with are so inefficient that the malevolence engine is like "Eff this I'll just assume it works."
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Wow... I'm stunned by the possibilities of this simple game. Sometimes I'm really frustrated, but in the end I'm happy when i solved it. This game is a stroke of genius.
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@PoopLoops: You were told that Green and Yellow won't be beginning inputs during the presentation that introduced them.
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Wow, this game made me feel stupid - C++ has seriously spoiled me!
I'll bet my father would eat this up, though - hailing as he does from the days of punchcard-driven computers :)
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Amazing game. At first I had no clue how to solve any of the levels, but slowly I started to grasp the concepts. This game really stimulates your brain.
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@bufar: There's an extra-length string in that level - you failed that particular string, but everything else passed.
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@Darvious: the "alternating" creiteria for robobug is interpreted by the malevolence engine to mean "no two adjacent symbols the same color". You just need to see what the machine wants in those special cases and adapt your design to match.
As for other things you don't know, try the fact that you can approach a branch from any side, not just the 'top'. This makes the later designs much more compact, in your case try hooking two branches up side-by-side so that a bot with alternating colors bounces in between the two. I'll leave the rest up for you to figure out...
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Love the game mechanics and the humor. But I feel like I should be getting paid for playing it.. too much like my day job! =)
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this game is great it is one of the puzzle games that actually make you think but isnt so challenging to take away from the game 5/5
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Brilliant, brilliant, brilliant. Reminds me of Zach Barth's games (who I see you have acknowledged in the credits), but with much better implementation.
Please, oh please make more. My brain needs the exercise.
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PleasingFungus:
Thanks for the reply. My problem was mostly figuring out what everything did on the first few levels. For one thing, I wasn't using the conveyor belts correctly, ex I would try to turn a corner and the pieces would fall off the edge. Also, I didn't figure out that things didn't have to go in the unmarked end of the sorting nodes until relatively deep in. Basically, what would have helped a lot is seeing an example of a solved puzzle in each of the tutorial stages--"Here's what this part can do, now you try." A lot of times the game tells us what a part can do, but doesn't show it very well. Once I caught on though things were pretty intuitive, it was just that initial hump. I guess the only other thing is that I wasn't sure what the hotkey labels were for the parts at first--I thought they were the number I had in inventory until I noticed they didn't decrement as I used them.
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My last comment was... regrettable. Poorly worded. Also, wrong. And pretty much everyone's been calling me on it.
So: here is the REAL problem with randomly generated strings.
Let’s say we start throwing random strings at the player, instead of pre-made tests. Many of the ‘accept’ levels have pretty stringent conditions – so most of the tests will fail. This means that the player can just run their machine repeatedly and, with a little patience, they’ll end up passing no matter whether their solution is valid or not. (Even if it’s just an empty grid – if all the strings are supposed to fail, then that’ll pass!)
We can start to constrain the strings we give – say, ‘half will accept, and the other half will reject’. Then we start to encounter the problem of randomly generating strings that match a specific pattern. This is a pretty tricky thing to do, in general – and we still have the problem that they may just, well, randomly allow a flawed solution to pass…
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Anyway, this is probably the best puzzle game I've ever played, true algorithmic logic programming, but I love the music too, and the humor is irresistible. "Robobears: Enormous metal polar bears! They like to catch fish, even though they can't eat any. It's disarming! Then they eat you."
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One trick I've found really useful is to come up with independent little sections that accomplish certain tasks, essentially "functions", and then stitch these together.
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@yash92: You need to take off one blue and one red on each iteration of the loop. You'll need to find a way to "remember" where the beginning of the input is each pass.
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I'm a system engineer and I found this game is very good for those who want to become a computer or software engineer because you must think logically.
@Novakaine, each level has a condition to accept or reject the robot eg. "Accept a robot that end with red dot". This is the point why this game doesn't show all input. If your conveyors are built correctly, it must be able to handle all input whatever they are.
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I'd really love to have seen better in-game information/help on the various parts. On the 3rd level are two new items "Select!" and "Input!", neither of which are explained anywhere that I can find. I'd assume they'd be on the page with the [?], but they're not. I figured them out, but maybe just a little popup when you hover over them or something? Otherwise, it's a nicely done puzzle game. Definitely puts the mind to work. 5/5
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If anyone is reading this, I just added a new custom level: Roboscissors. You have to divide by 3. Very doable level, check it out!
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First the bad: Mute button doesn't work. Also the instructions are really lacking, it would be lovely to have a tutorial, or examples. I understand part of the point is that you're supposed to work things out for yourself, but lots of players don't have the patience for that.
Otherwise it's such a lovely game, I wish I had more time to play it. 5/5