Wolf Needs Your Help!
Press "SPACE" to start. The main goal is to reach the spot that is red in the middle and on the edges and white inside. Also, try to avoid from gray spot with a black center. Once you lose, you can restart the level with "R" letter. In some levels, there is a key to open up the blocked spot so you can pass. If your clone loses, then you can't finish the level. Also, the spot with a dark blue center and a light blue on edges is a teleport spot. Good luck, have fun!
Authors: Alicja Jozwiak and Cagdas Karatas
| Published | 11 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | cagkar07 |
| Genre | Puzzle |
| Made with | PuzzleScript |
| Tags | 2D, maze, Pixel Art, Puzzle-Platformer, PuzzleScript, Singleplayer |
| Content | No generative AI was used |

Comments
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as a puzzle game, I feel this would be better without the full text explaining every mechanic in the game, although I do like the way you did so unconventionally. I think you could probably keep that in if you have all of it be closer to the vibe of "Also, try to avoid from gray spot with a black center. Once you lose, you can restart level with "R" letter."
In terms of being an ice puzzle variant, I would like you to know that ice puzzles are one of the hardest types of puzzles to make interesting and not trivial. I think your mechanics definitely helped alleviate some of what makes ice puzzles so trivial, that being the lack of movement options that aren't just going back where you came from. And an interesting take to, adding a lock and key system to encourage backtracking. I would suggest adding some keys that are impossible to come back from though, requiring players to read the level and interpret its logic more. The needing to manage multiple players also has the potential to be interesting, it wouldn't be too difficult to attempt making a multiplayer synchronization maze, where there are many holes and only a few paths without holes, but I feel like that's not what you were going for here. nonetheless, I feel some people would appreciate the difficulty, as long as it doesn't gatekeep later levels of the game.
If you ever decide to add a new mechanic, I would suggest a reusable toggle button. Even if for a different game, I find that they can lead to a massive amount of deductive logic for a comparatively small level of effort.
The reason I explained the mechanics is that this game was made for a school assignment. I tried to explain the mechanics as uniquely as possible, but what you wrote is very true. I will take this into consideration in the PuzzleScript games I will make in the future. Your comment is very valuable in this regard and helpful for me to improve myself. Thank you very much.
I'm definitely considering adding the toggle button mechanic to my next PuzzleScript game. Thank you for the suggestion. In the scene where we control multiple characters simultaneously, my actual goal was to surprise the players and give them a momentary scare. I created a very chaotic level, especially in the last one, but it was actually simple; the point was to create a psychological effect. I'm very glad you noticed this, it was my intended goal. I hope you enjoyed while playing :)
if you really wanted to scare the player with a perceived difficultly spike of having many players, I don't think you succeeded. the level was not chaotic and if a level is simple, it is impossible to make it look difficult without introducing some new thing the player was not previously aware of. You need to have a level soon before this one which demonstrates how your level can be difficult (which as I said, is something ice puzzles naturally struggle with) and then still have at least one or two subsections of the multiplayer level which either replicate that difficulty or appear visually similar to it. alternatively, you could have one of the sections have an obvious linear solution and the rest be in some sense "auto levels" with work with the same solution.
I would recommend Relica Park, it is one of the best demonstrations of how to create a high quality story paired with high quality puzzle gameplay. even doing like 1% of the things it accomplishes in terms of vib would be very beneficial to any persons game I think.
if you want to learn about ways you can mess with a player's mind, I recommend playing some of theconspiracy's works, my personal favorite is "Side Effect." there's also "... in the blue" which explores some of the limits of what's possible with puzzlescript triggers.