Oh, I totally get that. At some point I came across SCOWL, which was usefully separated into tiers based on how common the words were, but I don't know what its current status is. You can also take a look at https://www.spreadthewordlist.com/, which is designed to be an open-source list; it's crossword-oriented, so there may be phrases in there, but it might still be a useful starting point (I think it's also a scored list, but I'm not sure).
Tahnan
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Seems actively antagonistic to the player. (Not just the precision timing; the delay in emerging from a purple teleport with a jump immediately after it, for example. Or whatever the [expletive] level 5 is, where I made it into the second chimney but on top of everything else, jumping at the right time doesn't even always get you onto the next platform.) I've been enjoying the releases and I kind of wanted to see what was going on here, but not badly enough.
Also the spacebar isn't working for jumping.
EDIT: against my better judgment, I right-clicked to open the frame in a new tab; the spacebar worked there. Against my better judgment, I kept playing. Ended six stars short, but I doubt I'll be returning to it, somehow...
...oh, I was really hoping the bug was "sure, have two adjacent dining rooms", because I cannot for the life of me find anything that follows the rules!
(There's only two places the bathroom can be, right? If it's in the isolated room in the NE, then there's a bedroom next to it, and then living rooms on either side of it, kitchens on either side of those, and then there are still two rooms in the SW corner. That's where I ended up putting two dining rooms. The other option is in the center-east room, but if you go clockwise and put down a bedroom, a living room, and a kitchen, then the dining room ends up in the center-west, with two rooms above it. What am I missing?)
There are games with good puzzles that think they're funnier than they are. And there are funny games that think their puzzles are better than they are.
This one is neither; it's a funny game with good puzzles. :-) Really good work!
(There's a...I don't want to say "bug" on the last level, but it's a little weird that the restriction is that dining rooms can only be next to kitchens, but the final floor plan has two dining rooms adjacent to each other.)
ooooh, platformer! That's interesting! (Speaking as someone who isn't always great about stepping outside his creative comfort zone, such as it is.)
I did hit a bug while in the Tomb of the King, while trying to reach the secret that's visible from the entrance: I must have landed weirdly or moved too quickly, and now my frog is shapeshifting. When I stand still it cycles through sign, diamond, fire, nothing; when I move, it cycles through gray disk, blue disk, key, slime; when I jump, it's arrow, and then I think something else but I land before I can tell. (Restarting from the beginning fixes it, though, well, now I'm at the beginning...)
I've never seen this automaton before, and it's very cool. But I'm very much stuck on the level labeled "Nice! Can you do it again?", where I've got this problem that only one of the four pieces even has a wire along its bottom edge, which makes it very hard to connect them. You're sure that one's possible, right?
The scrabble-like exploration of an overworld is a cool concept. And clearly it held my attention, since I was 314 tiles in when I scrolled down to see the comments (at which point the game crashed).
I think it has promise! There are the bugs (the crashing; the surrounded chest that still says "7/8"), possibly some QoL issues (I kept trying to fish when I was just a little too far onto an adjacent tile; sometimes the letter draws felt imbalanced), and of course it would be nice if the game had more to it (an exit to a next level? a store for spending fish?). But it's a really solid core of a game.
The idea is indeed interesting. The problem is that not all of the buttons showed up on the screen--I had a playthrough where it told me to press the red button, but there were only three buttons, none of them red. (I'm currently looking at seven buttons, including a red one, though not a green one, which was also missing on a different playthrough that wanted me to press it.) Needs a little work to make sure the buttons all appear.
1. Firefox 147.0.2, Windows. I pretty much exclusively use typing. No other actions taken after filling the last letter; "shuffle letters" and "drop single letters" predictably do nothing if I click them, since there are no letters left on top, though they do graphically indicate that they've been clicked.
2. It does work fine in incognito mode, even remembering that it's solved when I reload. In non-incognito, though, Tuesday and Wednesday have actually gone back to being unsolved when I reload the page. (This is consistent: just solved Tuesday again, no reaction; went forward to Wednesday and back to Tuesday, and got the Tuesday headline; reloaded the page, and Tuesday is again unsolved.)
3. Oh, the thing I never think to check! So in fact, when I load the page, I get a "Uncaught DOMException: The quota has been exceeded." in the console; when I type in the last letter, I get it again. Can't remember if there's a way to code-format things, so apologies for the following;
Uncaught DOMException: The quota has been exceeded.
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Really hope this helps. (And it's not dampening my enjoyment of the game at all!)Is anyone else encountering an issue where they fill in all the letters (correctly) and the puzzle just stops instead of revealing the newspaper? Weirdly, when I use the forward/back arrows at the top, it does show the solved-puzzle newspaper, but for a few days now it hasn't been coming up for me in solving. (It could just be me. I've done some terrible thing to my browser, I think, and it sometimes just refuses to work on pages that other people have no trouble with. But this is new, so.)
OK, I was indeed able to continue and, in fact, finish.
(The "you've found everything in this region" is a great QoL improvement, BTW.)
The story is compelling, and the mechanisms generally solid. There was some frustration in knowing information ("the Shaman is alone in the room at this time"; "Aisyah is at the secluded cove") but being unable to fill it in because the name or location hadn't yet been found. (I possibly could have found the letter, and thus the location of the cove, much sooner, but that's neither here nor there, really.) But overall, well worth playing through to the end.
Fascinated to see what comes next for you!
That was fascinating! I'm kind of sorry that filing a final report ends the game--I mean, it was obvious it would, but I was hoping I'd get to keep piecing things together afterwards, because I was definitely missing some things. (A lot of things? What Cynthia was even up to? Who the unnamed shaman was?)
There were a few things that felt like guesswork--I felt like I was clicking on every square in every location and trying to focus on objects to see if they were there and would open up something else. (But the ability to trace objects, and by that to get new partial dialogue, was very cool.) Intrigued to see Delphine return!
This is now driving me crazy. Love the games, finished Frogwell, and now I have 81/84 birds and I know which three I'm missing because it's the one in the very lower left, the one you reveal with the book I can't reach because of the very lower left, and the yellow bird that you can't get near because of the very lower left.
The very lower left, is what I'm saying. Cannot for the life of me figure out how to wake it up. Whatever am I missing?
wordfreq, if it's a thing you can use, definitely has information for French, Spanish, and German. (If you don't use Python, the data files are available in MessagePack format at https://github.com/rspeer/wordfreq/tree/master/wordfreq/data, which ought to be readable in the programming language of your choice.)
I know Elia, who wrote wordfreq, used wiktionary dumps for other projects, and I know there's useful data in there (I think among other things she was filtering out offensive words?), but I don't know much about it. Best of luck!
To be fair, "my personally curated word list" is the kind of thing a lot of crossword puzzle creators keep closely guarded, because it's hard to decide what words should or shouldn't "count", especially if you're planning to go through them one by one.
In theory, https://www.spreadthewordlist.com/ could help; it's an open-source curated word list. Since it's crossword focused, though, it probably does include things you'd accept as a crossword entry but not as a word in a puzzle that, like this one, doesn't use clues. (For instance, phrases like "UM NO", or uncommon proper names like "ELIA", which are things that you can write a clue for.) Also of course it's only in English.
Also potentially helpful, if you're a Pythonista, is the "wordfreq" package (https://github.com/rspeer/wordfreq), which lets you look up the frequency of words. If you have a too-long word list, it might be able to tell you that "vrot" and "caas" are rarer than you want your words to be. (Also has the advantage that it's hugely multilingual!)
Anyway--I'm leaving any comment at all because I love word games, and I love seeing more of them, and so I'm happy that you made this at all and would love to see it be as good as it can be! Keep up the good work!
It's an interesting idea, but you should think about wordlists--the problem with using everything in Wiktionary is that not everything in Wiktionary is exactly a word. In the game I just played I had both JUDS (the plural of "A mass of coal holed or undercut so as to be thrown down by wedges.", which is...not a word most people will ever use, or see) and FANE (which is a surname).
This is lovely--quiet, calm, easy controls, small enough to not be overwhelming.
I did, though, get a grid that I can't figure out how to solve. (Are they hand-generated or auto-generated?) There's a well in a corner; a stage that doesn't want to be next to anything; a lamp that doesn't want a tile next to it and doesn't want to be in a corner; a gate that wants a tile around it; a pavilion that doesn't want a tile in its corners; and four grass.
As far as I can tell, the lamp has to be a knight's move away from the well (it can't be in a corner, or next to it, and if it's in the center there's nowhere to put the stage); the stage has to be in the other corner a knight's move away from the lamp (so that it's not next to anything); and now the lamp needs three empty spaces around it, and the stage needs two more (the center space that the lamp already accounts for, and the two next to it); and that's five grass needed but only four available.
Am I missing something? Is there a bug somewhere?
Wow, that sure is an ugly prototype! :-)
No, seriously though, very cool to prototype the game to get a sense of its gameplay first. I think it's a neat concept: on the first round I was like "uhh...so I roll dice?", but by the second I was considering the dice and the cards and thinking "this isn't trivial, is it".
I ended up six coins short on the fifth round, which isn't a bad showing, all things considered. I did feel a certain lack of control; the rule "larger divided by smaller" felt particularly hard to manage, since even with a d20 (do they go larger?) and a d6 (do they go smaller?), the expected payoff is pretty small. (4.5ish, depending on how you round, with better than a 50% chance of getting three coins or less.)
But it's intriguing! I'd love to see where it goes.
OK, bugs notwithstanding, I'm enjoying the heck out of this. I love the presentation so much.
But speaking of bugs...
- After adding a second definition to a word, you can only click on its first letter to open it from the Dictionary. (Which is better than I thought, i.e. that you couldn't click it at all.)
I seem to have lost my Lielow board.[EDIT: never mind, there it is, totally forgot where I found it.]
So: I haven't given up on this, but also I'll admit I'm more than a little stymied. (Obviously, since it's mid-January and I'm still working on it.) Can you confirm that the white arrow means (following in rot13 for spoilers)
ghea gur jbeq vagb nabgure jbeq va vgf pngrtbel, fb gung "gba" -> "cbhaq" (jrvtugf) naq "cbhaq" -> "rheb" (pheerapl
though if that's right, I don't know what's below "hear" (I'm assuming that "two parallel arrows" means "you can use this transformation in two different ways to get from A to B". Like, "read -> lead" could be connected with two arrows that mean "rhyme", because they rhyme as present-tense/opposite-of-follow and also as past-tense/metal-element.)
The problem I'm hitting is that there's no independent evidence for orange and blue, only for them together. I want, based on the above, for
gur fgrc orgjrra "gerr" naq "pbssrr" gb or "grn", jurer gur juvgr neebj vf gur pngrtbel fhofgvghgvba, naq gur benatr neebj vf...eulzvat? Ohg V qba'g xabj ubj gb genafsbez "erq" vagb fbzrguvat gung eulzrf jvgu "gerr". (Naq gura gur guvat orybj "gurr" jbhyqa'g or havdhryl qrgrezvarq; n ybg bs guvatf eulzr jvgu vg.)
Want to offer a nudge in the right direction?