Amazing. A nice ... well, nice whatever it is.
A few problems I noticed, though none stopped me from following the intent of the puzzles.
In the math cipher (aka 2N 1E), what's wrong with this?
Click here to view the secret text
×2368 + 831 = 3199
[Edit: The above is a working spoiler, since it turns out nothing is wrong with it.]
On the knight's tour puzzle (aka 1S 3E), entering the room at certain points can allow Beethro to activate an orb he shouldn't and start the puzzle in an unusual state. Walls in the adjacent rooms could easily fix that. Also, there's a wiring bug so that the orb at (1)
here fails to close the wall at (2). It would probably be possible to use either issue to cheat, but it might be more trouble than just solving the thing directly.
I was confused in the Solitaire puzzle (2N 3E) by the fact that there are two orbs that can make each move. It might have helped if I'd seen the Sokoban puzzle first and how that was set up, but I'd think a simpler interface (e.g. strike here to capture the corresponding piece horizontally/vertically) might do better there.
In the jug-pouring puzzle (aka 1S 1E), the orb at
marker 1 seems like a mistake. If I understand the rest of the computer right, that orb should mean "
the new total in the 4-gallon container is zero gallons."
Which is okay, even if no pouring action should require that orb. But all the orbs that pour into the 4-gallon container toggle the door to that orb, so that a player who doesn't understand the computer could hit it by mistake, and accidentally pour whatever (s)he was trying to transfer onto the floor.
Anyway, I enjoyed it. It makes me want to construct some orb gate computers myself. Yes, I know that's so wrong.
[Edited by schep at
Local Time:03-15-2005 at 01:35 AM: hid an accidental spoiler]