How We solve Puzzles

Sometimes I call myself directionality challenge or directionality intelligent depending. On if I’m having a glass half empty or glass half full day and that’s because games occasionally come along that are really simple, but they totally defeat my brain they’re often spatial puzzles and this is kind of one. But it really highlighted my inability to do graphic designe the pain puzzle is all about trying to layer on different geometric colors and shapes in arranging them in a way.

So that they can match the pane of uh design that is underneath where it says level and then there’s little small hexagon there you’re layering from the 20 different shapes and colors that are available underneath onto the big hexagon Pane and what you need to try and understand in to emulate and replicate what’s been given to you is:

A- What order the colors and shapes need to be added on and then.
B- what orientation.

And I was fine with working out the colors and shapes and being able to flip Them around and so on so forth when it was three or four layers but towards the end of The 100 puzzle layouts it was starting to become a five six and seven layer puzzle an nothing fundamentally changed and quite often I could see where I needed to get to but my brain just could not cope with being able to select was going around and orientating them the right way and there was realy tiny nuances is where I’d bring something to a nearly done perspective and then be like.

Ah now I am stuck thankfully the controls are very simple to get to grasp with it’s literally just clicking with the mouse and deciding with the different icons which way you want to flip or rotate each layer around and you can click on the hexagon in the main again to take off layers too so it’s nice to kind of go back and forth and work out. What you’re doing the game also has a really generous hint system to the point where you can just hint your way through the entire game and get a 100% steam Achievement Award so clap clap clap if you’re going to do that.

But if you don’t use that hint system actually there’s a couple of hours of decent gameplay here as you slowly solve the different puzzles and feel good about yourself and hopefully much better. Than I did my only negative comment about the pain puzzle is this game separate out its levels into tow sets of 50 but it’s the same 20 shapes both times around. That are being used to create all of the different pains and I think this game wold have been better had have been different set of 20 shapes each of the 50 level splits, because what I found was that you start to see certain patterns of uh level designs popping up again and again and you start to hone in on.

Oh I’ve made what shape before I’ll pull that forward and do it again and actually it does lend you somewhere towards the right answer and so yeah. I Just think there would have been a little bit more variety had have used different shapes for the different levels but what’s here is great and for 220 I’m not complaining the pain puzzle is out now

Word Salad 283

Word Salad 283 December 8, 2024
We were able to uncover a total of six answers for this puzzle which contained these letters: H S Z C C E I A I T N L U D A G.

solution »

Word Salad 282

Word Salad 282 December 7, 2024
We were able to uncover a total of five answers for this puzzle which contained these letters: W V I K A B E C Y U S U H O R L.

solution »

Word Salad 281

Word Salad 281 December 6, 2024
We were able to uncover a total of six answers for this puzzle which contained these letters: Y P L E M A S C O D N W T I O E.

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Word Salad 280

Word Salad 280 December 5, 2024
We were able to uncover a total of seven answers for this puzzle which contained these letters: D H P R L O S E K C N W I A K I.

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Word Salad 279

Word Salad 279 December 4, 2024
We were able to uncover a total of five answers for this puzzle which contained these letters: D R C N R O W K L A F I C E S T.

solution »

A Random Tools Tricky Puzzle

Today we Would like to give our thoughts on a rather curious puzzle game called Mosa Lina.

Mosa Lina

At first glance Mosa Lina might look like your usual puzzle platformer. You are dropped into a single screen room. Your goal is to collect or destroy a bunch of fruit, and then make your way towards the exit – and to help out, you are have got some useful mechanics.
Like… a magic spell that makes platforms move, bunch of lumpy tentacles that you can spawn at will. So… drag this apple off screen with a tentacle.

And uh… oh. Can’t get back up.

Okay lemme try that again. Ah well like i said this is not your typical puzzle platformer. Because while the levels are set in stone, the mechanics are actually completely random.

This time we’ve got a butterfly that lets us teleport elsewhere, and then teleport back a few seconds later.

A rectangle where gravity is reversed. And the power to pin platforms.. permanently.

So this game is aggressively random- and that means there are no intended solutions to the puzzles on display. No obvious lock and key connections. Heck: no guarantee that you could actually finish the level with your current load-out.

But the upshot is that you get to be creative and crafty with your solution. You get to find completely unique ways to overcome the level at hand. Maybe shoot an apple out of the sky with a spear, and then use it as a makeshift platform before it plummets off screen. Freeze these spinning spikes in place to make a safe bridge. Jump off a cliff at just the right moment so you’ll teleport back to safety before hurtling to your death. This sort of emergent problem solving really reminds me of immersive sims. That’s genre, or perhaps a design sensibility, that came out of a specific lineage of old PC games like Ultima Underworld and System Shock.

Game Design

They were designed around the idea that you could use powers, tools, magic spell, interlocking systems and enemy Al to come up with totally unique solutions to problems. Resulting in clever stuff like using the wall-mounted mines in Deus Ex as impromptu stepping stones to scale up buildings. And in fact developer Stuffed Wombat actually calls Mosa Lina an immersive sim.
But also sees it as a sort of commentary or response to more modern takes on the genre like Deathloop and Dishonored. In those games, abilities can feel less like emergent problem-solving tools, and more like keys to open specific locks.

You get the super strength ability, and now you can go down the alleyway that’s been blocked by a heavy box. Mosa Lina pushes back against that rigid puzzle-piece mentality, and makes for a game where it’s entirely up to you to find the right solution. And it achieves this in a number of clever ways.

For one tools are just tools. The game is packed with clever, funny inventive and wired little power-ups that manipulate the world in interesting ways. But they’re not tied to any specific object or set-up. You just find uses for them or figure out interesting combinations.
Secondly the game is all about physics. Tentacles wobble pendulums swing tools can make platforms move l, float and drop.

Similar Games

Kerbal Space Program


Games like Kerbal Space Program and Tears of the Kingdom show that the second you add a robust physics to your game, the number of possible actions and options just balloons into infinity. And thirdly, Mosa Lina embraces randomness. If the developer doesn’t know what combination of tools you’ll have, there’s no way to desing a perfect solution. An if the level simply doesn’t work with your current set-up then you can just re-roll and try again with a new collection of mechanics. All of this lead to a game where I found myself creating clever and imaginative strategies over and over again.
Leading to slapstick failures and smart solutions and clutch, last-seconds saves. These are the sort of memorable and emergent stories that you might get one or two times when playing through a typical immersive sim-but hand them every few minutes when playing Mosa Lina this weekend. And it’s also just a really addictive roguelike-style game.

You know that feeling of wanting to play Slay the Spire or Binding of Isaac over and over again because who knows what awesome items and synergies you’ll get this run?
Well same goes for Mosa Lina in each run, the game gives you nine items from a pool of about 20, so you’ll need to play many times to see all of the items, and many, many more times to see how they stack and combine. The developer has already promised to add even more to the pool in future updates.

Off course

I wouldn’t recommend this game to just anyone. You need to be okay with confusion and chaos, and wonky physics and weirdo graphics. There’s no story or structure, so it can feel more like a weird experimental toy than a complete game.
And most importantly: judging by the comments on my videos about games like Tears of the kingdom, there’s definitely a large number of you who don’t want to futz about coming up with own solutions to puzzles.

So if you’re after something more traditional then- bonus recommendation check out Cocoon: a mind-bending puzzle adventure about worlds within worlds within worlds.
It’s an evocative sci-fi game where these coloured orbs aren’t just puzzle solving tools- but actually entire pocket universes that you can jump in and out of at will. It’s also basically the opposite of Mosa Lina.

Cocoon


Cocoon is an explicitly hand-crafted game where every puzzle and solution has gone through months of refinement and iteration to deliver players one, very specific logical conundrum to figure out. No randomness no physics weirdness… no player creativity. But you know what: that’s the great thing about game design. There’s no one perfect way to do anything. There are incredible experiences to be had in games where everything’s been designed by a master craftsperson, taking you on a super specific journey. And incredible experiences to be had in a game that uses randomness, physics and open-ended solutions to make you the master craftsperson. They joy of games is that there’s room for every tybe.

And if you’re a designer like Stuffed Wombat, if you don’t like what’s currently on offer, then make something different and show the world how things could be. Mosa Lina is on Steam for five bucks, with a free demo to check out.

Word Salad 278

Word Salad 278 December 3, 2024
We were able to uncover a total of five answers for this puzzle which contained these letters: F L V R I A T E S U O K P M C H.

solution »

Sudoku, how to play.

Sudoku, how to play.

The object of the game is to corro fill in all the empty space with the correct numbers. The classic Sudoku game involves a grid of 81 squares the grid is divided into nine blocks. Each block contains nine squares each of the nine blocks has to contain all the numbers one through nine within its squares without any duplicates or omission, each vertical nine square column and each horizontal nine square row.

Must also contain all the numbers one through nine within its squares without any duplicate or omissions. You may only put one number in each square unless are notes in which case, you indicate that by making them smaller. Using logic reasoning and deduction you must figure out every empty square in the grid, so that all the rows columns and blocks all hold to the rules without conflicting each other.

Every Sudoku has exactly one correct solution, once you have filled in all the squares with the correct numbers you win.