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I just updated the game and now the try button is sufficiently massive.
The counter/timeout system was originally only to ban infinite loops. It's not supposed to add an additional challenge though it does ban some long solutions.
And yes it completely broke my own solution for Forest #14 However Neko quickly found another solution
You always find one that makes me laugh like the #8. I didn't know myself it was so simple.
In #13, the reason that the penguin does not hit the pink arrow can be explained by the game's code. The tiles are "executed" in order from top to bottom, left to right. So the first things that happens is that the dog pushes down both the remaining boulder and the penguin (entities are assumed to have infinite strength, yes, to push entire rows of entities). During the same tick, the penguin still wants to move left. Now the reason that the penguin ignores the arrow is because the moment where arrows assign directions, and the moment where entities move, are separate.
It think it's my fault. I did not take into account that an entity can move twice during the same tick and trigger multiple arrows. This does seem to break the intuitive rules of the game as I present them to the player. Maybe I could find a more intuitive way to code this. But it would break your solutions again probably.
i really liked #11, really hard to optimize.
Yes, I think it should only stop when all penguins are dead. But I forgot to implement it because it's not needed for those levels.
Dont know if #18 was supposed to be done this way.
My level design is getting worse and worse and I'm not seeing some obvious shortcuts again.
#18 is correct.
#19 I changed the level.
#20 the exploit no longer works. :)
Thank you Ikarus for saving the game again. :)
#20 might be a bit easy right now.
#21 is really super hard to optimize with more than 1 penguin. (edit: but now looks good for me, uploaded 8 different solutions in my guide until i got there)