The undo skips back an unpredictable numbers of moves when pressed, for me. It never felt like it was jumping back too far, so maybe there's something clever going on with on-the-fly checkpoints, but the lack of a discernible pattern (pushing the first orange block until it merges is sometimes a three-step undo to get back to the start state, sometimes a two-step) is making it at least feel like a bug.
Interesting observation, but no, it isn't a bug. Undo always undoes the last push not the last move. The reason for this is that moves which do not push are already intrinsically reversible with the same number of keystrokes (just press the opposite direction). On smaller levels this mechanic may seem unnecessary, but it makes undo a lot less tedious on large levels.
Ah, that makes sense, but I'm still seeing inconsistent behaviour in how that's applied, which stopped me from getting a feel for what it was doing.
Testing it outside of opening moves, if I push the first block down and walk around it to push the second block down, and then hit Z after one push of that second block, the game will sometimes rewind my last single push, and sometimes wind back two pushes (to where I'm about to push the first block a second time). If it's making a clever call about grouping less interesting pushes together and skipping them all, it's applying that inconsistently.
Ah, thanks, that does sound like a bug then. Will fix! (Although probably not backdated, since recompiling and reuploading four builds would be a bit tedious.)
Wish the second level had the control dialogue box as well. The control dialogue box would be nice if it had something like "press escape or space to close this box" or something like that... I just kinda guessed that escape would close it.
I'll try not to comment on every puzzle, but I did like this one as an introductory puzzle. Really excited for the rest of this month!
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The Tangerine Tutorial c:
The undo skips back an unpredictable numbers of moves when pressed, for me. It never felt like it was jumping back too far, so maybe there's something clever going on with on-the-fly checkpoints, but the lack of a discernible pattern (pushing the first orange block until it merges is sometimes a three-step undo to get back to the start state, sometimes a two-step) is making it at least feel like a bug.
Interesting observation, but no, it isn't a bug. Undo always undoes the last push not the last move. The reason for this is that moves which do not push are already intrinsically reversible with the same number of keystrokes (just press the opposite direction). On smaller levels this mechanic may seem unnecessary, but it makes undo a lot less tedious on large levels.
Ah, that makes sense, but I'm still seeing inconsistent behaviour in how that's applied, which stopped me from getting a feel for what it was doing.
Testing it outside of opening moves, if I push the first block down and walk around it to push the second block down, and then hit Z after one push of that second block, the game will sometimes rewind my last single push, and sometimes wind back two pushes (to where I'm about to push the first block a second time). If it's making a clever call about grouping less interesting pushes together and skipping them all, it's applying that inconsistently.
Ah, thanks, that does sound like a bug then. Will fix! (Although probably not backdated, since recompiling and reuploading four builds would be a bit tedious.)
Wish the second level had the control dialogue box as well. The control dialogue box would be nice if it had something like "press escape or space to close this box" or something like that... I just kinda guessed that escape would close it.
I'll try not to comment on every puzzle, but I did like this one as an introductory puzzle. Really excited for the rest of this month!
Yup, you're definitely right about the dialog. I improved it for day 2, but haven't got round to recompiling and reuploading this one.
Update: Have now got round to it. :-)