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createuniverses

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A member registered Jan 15, 2022 · View creator page →

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I noticed the different play styles! I'll pay attention to the player names next time I play!

(2 edits)

In SUB, this is one of the test cases:

(sucket) (9) (520)

...is that a message? :)


(Particularly if the definition being tested is (decrement) for, in which case this test case will keep running for a while)

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Hi qwtyest,

Does the computer opponent (the term "AI" has been tainted) play a perfect game of "Lielow"? I guess I'm asking because I suck at the game and haven't managed to win. Is it like a 2D version of Nim? ie, keep your king a specific number of cells away, or something like that - a calculation the computer player is already making - or is it just a well implemented minmax opponent with good heuristics?

I love all the stylistic touches!

  • I love all the words in the style of old English that you generated and curated
  • I love all the typographic glyphs
  • I love the animation at the start

Thanks again for a great game!


I LOVE THE ZACHLIKE GENRE for inspiring awesome games like this!

I can confirm the update fixes the issue.

Thank you!

Found a small bug:

  1. Restart the game
  2. Select some text and then ctrl-c
  3. ctrl-v works normally
  4. Select some different text, shorter than the first selection, then ctrl-c
  5. ctrl-v reveals that the first selection is still in the copy buffer, with only the start of it being replaced by the second selection.
  6. No way to clear the copy buffer except to restart the game.

Here is my slow, long, but functioning solution for join:

() bury ( ) swap cat cat ( ) split do copy buryd swap cat cat (digd peek some (zap zap nip) (buryd bury copyd buryd cat digd cat swap copy do) choice do) copy do

Holy crap have you finished? Is that shown when you've defined everything?

What do you mean by "Add is running right now"? Do you mean your definition for Add in the game?

Thank you! I guess I'll have to implement some of the arithmetic words then - I don't know what was stopping me from making a utility block as you've described that wasn't explicitly presented as a word to be defined. Probably because stack based programming, as powerful and minimal and beautiful as it is, is still alien and daunting to the way I've always written software - it would have taken me a while to formulate the solution you've shown. Learning this and getting better at it is something I'm compelled to continue trying because I know deep down that there is something to what all the Forth people are on about.

Thanks for reading my long winded blog post, and thanks again for the help!

Do you have a solution for Join?

I implemented it using one of the May Verbs. There be some juicy puzzles ahead.

This is where I'm currently at with JOIN:

() bury copy bury ( ) swap cat cat ( ) split do copy buryd swap cat cat swap copy (copy (copy buryd swap cat cat swap copy (copy (copy buryd swap cat cat swap copy (copy (copy buryd swap cat cat) do) if do) if do) if do) if do) if


please help

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Brilliant game! I've played for hours and have I've defined everything up to the May Verbs except for CHOICE, VOTE and SOME? and in Connexion I've defined CAT, KITTEN, PUMP and TAC.

Can the May Verbs be defined only using verbs in the previous sections?

Thanks again for this great game!

Your comment says it best! I've already spent a few hours. Its a brilliant way to get into Forth, which I've been meaning to do - the way this presents the programming puzzles is so wonderfully self contained and brilliant!

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Great game, I love how you implemented it. Regarding level 10, the only way to complete it is to "cheat" with SelectedLetters = ""; OtherLetters = "Hello" because only upper case letters are generated. That or set the Word = "HELLO" instead of "Hello" to win the game as the hints seem to intend. Unless I'm missing something.


Thanks for creating this game!

I was curious about this for a while, particularly as this is a compact puzzlescript game. When I finally realized what this is doing and how to play it, I really enjoyed the concept, especially the first time I saw that the player pushes the blocks to be executed, and that solving the puzzles therfore requires exploiting the left-right, top-down order of block processing.

 Due to the graphics, it is not completely clear that the 3 blocks on the leftmost column are actually buttons and the next column are placeable blocks to be dragged onto the question marks. Therefore, I think some basic documentation would help more people appreciate this game. Even though there are only 3 levels, I really like the idea and enjoyed playing this game. Meta Robot indeed!

Maybe to open up some new level design ideas you can have experiment with different patterns of block processing. Moving in an inward spiral, all the way right - down - all the way left - down etc. Also a "breakpoint" would be good so when stepping you don't have to manually step past all the no-op blocks.