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Examples:
"X has A and B" makes something drop multiple things when it dies (would skull house be more intuitive if it was phrased "A is B and C"?)
X is All makes something transform into multiple objects.
The game interprets "A is B and C" as two separate rules "A is B" and "A is C".
Logically there is no difference.
(The _other_ issue with Skull House is that you don't know what kind of puzzle you're solving in advance. I spent at least as much time trying to make something magic happen by pushing words over the moat as I did trying to make something magic happen by rearranging rules. When your only guide is 'try everything', everything is a lot!)
I agree with this, and I remember writing a post about it before. Sure, the case "X is Y, X is Z" is technically different from "X is X, X is Y", but that's a very big technicality. It's the only puzzle in the entire game I actively dislike, because it doesn't feel consistent with previously-established rules.
To address the issue of the game teaching you "X is X" so "X can't be Y", keep in mind that the game only demonstrates that if "Object Is [same]Object", "[same]Object" can't be "[other]Object" (with the understanding that if "Baba Is Baba", for example, that rule supersedes "Baba Is... [any other object]"); it does not state that "Object X" can't be "Object Z" if "Object X Is Object Y". Because which rule would supersede the other? If you enact both rules at the same time (like in Skull House), there's no precedent in that scenario to decide which rule will be activated and which one will be ignored, so both must be activated. The "X is X" rule superseding anything else would actually be an example of hardcoding. Remember that you can discover the simultaneous "X is Y" and "X is Z" trick in the first level and long before the game shows you the "X is X" superseding rule. I got into fine semantics here, so hopefully you can understand what I wrote. I'd also add that turning one object into two at the same time is a completely different scenario than trying to turn one object into another while a rule saying you can't is present.
In terms of trying to push the key into the door on the same turn as transforming the key into something else, I came up with the exact same idea on Skull House and tried it. It doesn't work, but it makes sense why. When you push an object, before anything moves, the game checks what's on the grid square to the other side of the object. This is because if there's a wall tile that's set to "Stop" on the other side of the key you're trying to push, for example, the key can't be pushed. That's why the game makes this check first. However, the resulting changes to the rules or objects from moving onto an available tile is only checked after the move is complete; when you try to push a text tile or object onto a different square, the game is only concerned whether you can or not, and if you can, then it determines what changes happen, if any, once the move is complete. The game could have been programmed so that when you push an "Open" key into a "Shut" door, the key actually moves to the door tile before both objects are destroyed (in which case your open-the-door-and-change-key-into-something-else trick would have worked), but the developers decided to make both objects destroy themselves on the first check, making the key nonexistent by the time the game checks your new key transform rule. This is consistent with the game's established rules, and you'll have already noticed this before Skull House if you were paying attention to a level like Ghost Guard where the ghost is "Shut" and "Push" and "Has Flag", and the key is "Open". When you push the ghost into the key, you might expect that they would disappear once the ghost moves onto the key tile, and that the flag would be waiting for you on that same tile. But just like pushing "Open" keys into "Shut" doors have long since taught you, the ghost and key disappear as soon as you push and the flag drops on the ghost's tile, leaving you to automatically collect it and win as soon as you push, because Baba still has to move after the game made the check for the ghost and key to disappear and the flag to drop. I'm not saying the game's rules can't be confusing to players in cases like this, and maybe that's a problem, but I am saying Skull House is completely consistent with the game's rules.
I think solving Skull House was so satisfying to me because I understood why the solution worked and why my failed attempts didn't, and because the solution had been right under my nose the whole game, waiting to be discovered.
fair point about why key pushing doesn't work, but it's really just an implementation detail. yes, you can probably figure out how it's implemented, but it's not different from just saying "here we have a priority list and things are executed in this order" (like with push/stop/tele). simultaneity feels very alien to how the rest of the game works.
My issue with Skull House is that (directly contrary to OP) I just don't think it's very clever. It feels more like a level about stumbling on a weird edge case than solving an interesting problem. I don't think it's awful, just kind of meh.
At the very least it should be promoted to an "extra" level; it is definitely much too hard/weird to be a main level, I think.
Also, can someone confirm that A is B and C actually works? A is B and A does not work (it produces a rule with B being crossed out in the middle, which looks quite weird).
Well, perhaps that's what you learned, but you learned something false. It *is* a special case. That is exactly why simultaneous 'A IS A' and 'A IS B' produces only an A, while simultaneous 'A IS B' and 'A IS C' produces both B and C. You're treating the latter as the "special" case, but in the game, the former is the special case. It could have worked the way you described, but it just doesn't; 'A IS A' is a rule canceler and not a transformation.
If the "transform into itself on every step" interpretation were correct, 'A IS A' with A IS B' would function much like 'A MAKE B'. That it does not refutes that interpretation pretty conclusively.
froz: Yes, A IS B AND C works the same as the Skull House mechanic.