A Good Tunnel Is Hard To Dig by Draknek
Get the gems, bring them back to the entrance.
Ratings
| Coolness | 35% | 1856 |
| Overall(Jam) | 3.68 | 155 |
| Fun(Jam) | 3.65 | 139 |
| Humor(Jam) | 2.23 | 815 |
| Innovation(Jam) | 3.58 | 212 |
| Mood(Jam) | 2.71 | 751 |
| Coolness | 35% | 1856 |
| Overall(Jam) | 3.68 | 155 |
| Fun(Jam) | 3.65 | 139 |
| Humor(Jam) | 2.23 | 815 |
| Innovation(Jam) | 3.58 | 212 |
| Mood(Jam) | 2.71 | 751 |
I like how entering from the top creates a natural progression of introducing the rules.
Most of the places I got stuck was from not fully understanding it, though now I have it figured out I want more levels!
Again a great job for PuzzleScript.
There were a few nuances to the rules that I thought could have been taught more clearly, for example the revelation that causing a collapse of one square will prevent your movement to the next tile (whereas multiple tiles will move and crush you). The red herring in the last level was especially devious, although it was a nice stumper to end on.
Thanks for the feedback on Avenging My Gran, great to get some criticism from the puzzlescript master. Train Braining made me miss my connecting flight last week :)
5/5
P.S. No 'Theme' rating? That's unusual. Kinda breaks the whole point of having a themed compo.
I'm not sure how it fits the theme of an unconventional weapon though, and the fact I can't vote on the theme kinda negates the whole point of the Ludum Dare.
I noticed a bug: if you get crushed by a single block while standing on a gem, the block will fall down below you, and you'll become a weird blue tile.
Really simple and lots of fun!