I'm really sorry about this
Sep. 28th, 2012 08:06 pmApparently not feeling like he had unleashed enough suffering on the world, Qrostar - the creator of Hanano Puzzle - has released another puzzle game. This one is called Jelly Puzzle, or something like it, and will be instantly familiar to anyone who played the previous one - it features more coloured blocks and infuriating PxTone music in prime-numbered time signatures, this time with a higher-resolution Worms 2-ish aesthetic.

HOW THE HELL ARE YOU MEANT TO DO THIS
Have fun with this one, because this time around, non-Japanese speakers don't even get the benefit of instructions! Left-click to move a block left, right-click to move it right. Blocks of the same colour (blue, not-blue and other) placed adjacent to each other merge together. That's all I've been able to work out so far. The solution to level 1 is not among these things.
I'm not 100% sure as to the goal of the game yet (though it's probably to eliminate all the 1-block pieces), but after the last one, I think the only thing this author would ask you to do with jelly is attempt to nail it to the ceiling.
Get it here or here - and say goodbye to your brain.

HOW THE HELL ARE YOU MEANT TO DO THIS
Have fun with this one, because this time around, non-Japanese speakers don't even get the benefit of instructions! Left-click to move a block left, right-click to move it right. Blocks of the same colour (blue, not-blue and other) placed adjacent to each other merge together. That's all I've been able to work out so far. The solution to level 1 is not among these things.
I'm not 100% sure as to the goal of the game yet (though it's probably to eliminate all the 1-block pieces), but after the last one, I think the only thing this author would ask you to do with jelly is attempt to nail it to the ceiling.
Get it here or here - and say goodbye to your brain.
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Date: 2012-09-29 12:26 am (UTC)As much as I'd love to dive into this, I'm afraid I have prior engagements: Submachine 8 has finally come out. (http://jayisgames.com/archives/2012/09/submachine_8_the_plan.php) Been waiting for this for almost 2 years.
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Date: 2012-09-29 12:57 am (UTC)no subject
Date: 2012-09-29 01:35 am (UTC)no subject
Date: 2012-09-29 01:36 am (UTC)no subject
Date: 2012-09-29 07:01 pm (UTC)no subject
Date: 2012-09-29 03:06 am (UTC)I've finished level 1 now.
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Date: 2012-09-29 03:26 am (UTC)The motion of jellies pushes on neighboring jellies. The undo button restores only one state.”
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Date: 2012-09-29 03:53 am (UTC)no subject
Date: 2012-09-29 04:00 am (UTC)(I suspect that's the last one.)
*peers at your current situation curiously*
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Date: 2012-09-29 04:09 pm (UTC)I'm on level 8 now, though I can't remember how I solved level 6. This one may take some time.
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Date: 2012-09-29 04:22 pm (UTC)(appended) There's a level that combines the new mechanics from 9 and 7. o.o
(appended 2) 10 took a bit. 11 through 15 were pretty easy. 16 is amusing…
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Date: 2012-09-29 06:57 pm (UTC)I was similarly flabbergasted when I saw the... affixed-mobile mutant! Thankfully, that level only had one configuration in which it was possible to join the yellows around the block, but... I fear what's to come. Once I got into the mindset, I was able to get through another run of levels fairly easily. I think I'm on level 15 now, which would have been a fairly benign bridge-building puzzle in any other game.
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Date: 2012-09-29 03:42 am (UTC)Also I made it up to puzzle 8 and had to stop as it made me want to start crying after a while. It took Hanano until puzzle 20 or so for that to happen and the person who got through all 20 stages said it is a harder game so... yeah.
I liked having my life back too.
Also completely on the wrong post but I skimmed through some of your Hatoful vids and you all have the most wonderful of personal issues to even try this :)
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Date: 2012-09-29 03:51 am (UTC)I thought I was doing quite well for a while, as this time I completed the first level in under half an hour - but puzzle eight! Think of us stuck back here at puzzle 6, which is clearly not possible. Even though this is exactly what happened on every level of Hanano - the cycle of looking at an impossible puzzle, trying it anyway, learning what it expected you to do, knowing that was impossible and trying it anyway, and eventually clawing a way to a solution before it all started again in the next level.
It's certainly interesting playing it after Hanano, not being able to swap things around and having the puzzle come from ordering things left and right instead of lifting them up.
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Date: 2012-09-29 05:17 am (UTC)I think the experience with Hanano, while helping in terms of being familiar with some of the basic design, might be a bit of a detriment as I keep looking for ways to elevate blocks like in that game and it simply doesn't seem possible in this game.
...Much like puzzle 8 :(
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Date: 2012-09-29 04:22 pm (UTC)When I first started up the game, I would never have been able to solve them just by looking, mostly because the red and green colours are near-identical in my vision... but as the game's graphic assets are lying around out in the open in the data folder, I was able to shift the colour of green more towards cyan so that I could tell the difference. That's the kind of game customization I like :)
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Date: 2012-09-29 05:59 pm (UTC)no subject
Date: 2012-09-29 05:27 am (UTC)no subject
Date: 2012-09-29 04:10 pm (UTC)Unless...! Hang on.
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Date: 2012-09-29 04:19 pm (UTC)I can't marvel enough at how incredible Qrostar's puzzle design is, setting things up so that a solution appears to be apparent each time but then having you learn to completely go against your own expectations and find a hidden way that is nevertheless completely logical... and to do that on every single level.
I have to wonder if he has some sort of solver/algorithm for designing these (like I tend to use for my own puzzle games to check how unique my solution is) or whether he just has an astonishing raw puzzle-setting talent...
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Date: 2012-09-29 04:44 pm (UTC)no subject
Date: 2012-09-29 03:56 am (UTC)no subject
Date: 2012-09-29 05:23 am (UTC)12 is absurd
sleep
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Date: 2012-09-29 04:55 am (UTC)(* I feel like I should be apologizing for posting so many comments in a row, but it's not clear what else I'm supposed to do except for batching the text up, which doesn't really work because invariably someone else will get to it first or I'll end up waiting for a week just in case new information appears or something else terrible will happen.)
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Date: 2012-09-29 04:25 pm (UTC)no subject
Date: 2012-09-29 07:54 am (UTC)No.
No.
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Date: 2012-09-29 04:25 pm (UTC)no subject
Date: 2012-09-29 05:38 pm (UTC)no subject
Date: 2012-09-29 06:49 pm (UTC)(“Jealous Puzzle” would be the obvious title mutation, given… well, you know.)
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Date: 2012-09-29 07:21 pm (UTC)no subject
Date: 2012-09-29 09:40 pm (UTC)Whrf!
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Date: 2012-09-30 12:45 am (UTC)no subject
Date: 2012-09-30 01:46 am (UTC)Er, which is to say something like this. Or there's the Lua for Hanano Puzzle #29. I'm told that academic scientific programmers tend to write like this even when they're not half-asleep and doing complete one-offs, which is a bit scary…
(I did both of these, as I recall, without having had any coffee yet that day, respectively, which tends to leave my thoughts kind of meandering.)
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Date: 2012-09-30 07:21 pm (UTC)I'm impressed with the jelly19 engine... I think I would only have been able to do it in a much more verbose way. Your C code is actually much more understandable than most I've seen, though, mostly due to the presence of vowels.
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Date: 2012-09-30 08:16 pm (UTC)hana29is actually a strict subset, since I didn't need more than one wide block, more than one flower, or more complicated shapes for just the one part of the one level. I thinkjelly19implements the whole thing though, because level 19 of that game is complicated enough to need all the physics. (Well, it doesn't need multiple colors, but it felt better to put that in anyway.) I remember I ran it on level 20 afterwards (just alteringLEVEL_DESC) out of curiosity, and it found a solution similar to the one that I'd used, but better-optimized in moves, as one would expect from a mechanical search.Some of the opaque and/or sharp edges about the C are: my affinity for bit-twiddling showing through in the use of bitmasks for sets of small integers (the use of which is not described nearby and the limits of which are not enforced); the State type packing a block ID and a color into an 8-bit value resulting in some fragile shuffling of unsigned integers with unobvious interpretations; some crufty subexpressions that aren't factored out (like
'1' + (foo - MIN_BLOCK_ID)); the weird superfluous union of a 2D and a 1D array in Board; and just a general lack of semantic documentation. But it's sort of to be expected in context, I suppose.no subject
Date: 2012-09-30 09:09 pm (UTC)My own solver application (which I can now just use on arbitrary classes that extend State, which describe a game situation, the available moves, how to transition from one to another and whether this state is solved) started off in a rather similar way... it was written for a very specific puzzle (the Knight's Tour, actually, which I didn't look up the algorithm for). The class for sliding puzzles has now expanded to being able to handle puzzles with any shape and number of pieces, with any number of goal pieces.
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Date: 2012-09-30 12:45 am (UTC)no subject
Date: 2012-09-30 04:33 am (UTC)If I have to suffer through the sliding puzzles in Professor Layton games then everyone else should as well!
Also I'm posting to say that I'm hopelessly stuck on puzzle 20 and then I'll just wait for the magic to happen...