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Turing Turns

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The objective is to get a ray from the source to target. You can affect the route the ray takes by bending the path dependent on the colour of each block along the way.
If that doesn't make sense then just have a go - you're smart; you'll figure it out.


Includes a colour-blind mode for those who have difficulty with hue, and those who like crazy patterns on everything.

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The overall design of the game is good but I think that the larger levels add too much trial and error. At some Point I just start guessing because it is too much of a hassle to track the line and know where it would go. If you would have kept the level design more compact I think there would have ultimately been more enjoyment to be had here.

Lysis responds:

There's no penalty for sending the ray for pretty much that reason. The trick is to get down to a managable number of possibilities by working out which settings are impossible, or which have to go together. Many of the designed levels there are extra clues which can also help.
If you want to see 'too big' then try out the "Extra large" random level setting. (The generated levels arn't guaranteed to have a single solution, but you can see one route by giving up.)

it turns out to be mostly trial and error rather than a good puzzle. if the ray had gone slower so you could track it and see your impending mistake before it happend it might be less cheap feeling but the level design makes that a bad idea on the larger levels

Lysis responds:

I think that's a bit of an admission to be honest. Iterative experimentation is part of the design, certainly. But the idea is to use logic to eliminate swathes of the search space - if you're mostly shooting rays out at random then you've missed the point.

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Uploaded
Nov 7, 2012
6:10 PM EST