English Country Tune: Puzzle Ruminations

The first of those two puzzles I mentioned in my last post finally yielded to copious use of process of elimination — I didn’t understand what I had to do until I had gone through everything that wouldn’t work. This opened up access to the rest of the game’s puzzles, which I made short work of, leaving only the other of the two, the one with the resonator.

I’ve mentioned the notion of formulating goals. To be clear, your ultimate goals in this game are usually obvious: get the larvae to their incubation chambers, plant all the gardens, free the whales, get your square to its goal spot, and so forth. But then you have obstacles. Let’s say you can’t reach a larva because it’s over on another structure, across a gap you can’t travel. This creates another goal: bridge that gap. For the most part, I felt like the low-level movement needed to accomplish goals in this game was the easy part, and that I only got really stuck when I couldn’t tell what the intermediary sub-goals were. But maybe that’s tautological.

Solving the resonator puzzle took an “Aha!” realization, and even with that, I didn’t fully understand why the solution worked before going over it in my mind in preparation for this blog post. It also requires a certain amount of reverse reasoning. This was possible because the puzzles in ECT are highly parsimonious, avoiding superfluous blocks and red herrings. Everything has a reason to be there, either as part of an obstacle or part of a solution. In most puzzles, if I didn’t see the purpose of a structure, it sufficed to just ignore it until its purpose became apparent, either because it was in my way or because I suddenly had a need of it. But in some cases, such as this one last puzzle, the path to a solution was unclear enough that imagining what a structure could be used for could clarify matters.

Many years ago, I made an attempt at classifying puzzles in games (and adventure games in particular) by the sorts of thought processes necessary for solving them. Such categories are necessarily vague, and many puzzles partake of more than one, but that doesn’t mean they’re not useful as descriptions. The main categories I came up with at the time were something like this: First, you’ve got those “Aha!” moments, the epiphanies that transform your understanding of the problem. Classically, riddles fit in this category. Then you’ve got puzzles based on the application of known rules. This is the domain of mazes and jigsaw puzzles. Finally, there’s my favorite group, puzzles where you don’t know the rules at first, and have to figure them out through experimentation. This is a sort of puzzle that’s almost exclusively seen in videogames. I don’t think this old taxonomy had a slot for the kind of backward reasoning I just described, so maybe that should be considered a fourth sort.

ECT runs the entire spectrum. Whenever a new game element is introduced, you have to play with it to figure out how it works. (There are in-game descriptions, but they don’t tell you everything.) Once you know the rules, you apply them. But every once in a while, there’s a puzzle that uses the rules in a way that you haven’t thought of. And that’s where the epiphanies come in. My understanding is that Stephen’s Sausage Roll is similar. I’ll be getting back to that shortly.

English Country Tune: Almost Finished

English Country Tune, as I’ve said, keeps adding new elements. Hole punches that punch holes in your square, together with obstacles that require the right holes in the right orientations. Freeze buttons that turn things you can push into things you can climb. Resonators, which can’t be adequately described in one pithy sentence. The final two worlds take all the elements that have been introduced so far and use them together in various ways.

I’m now up to the final world, where I have two puzzles available to me, but I’ve been stuck on them both for a little while. One involves a Resonator, easily my least favorite of the game’s things, as it introduces a time element into something that’s otherwise been comfortably turn-based. The other is inconvenient to navigate, but is otherwise benign. In both, I’m having difficulty formulating goals. Like, in the second one, I know I have to position a whale in such a way that it helps me push a larva into an incubation chamber that’s waiting for it, just because those are the only two moving objects on the level. But I don’t really see how that could work.

I’m getting kind of impatient to get through these two puzzles and see the rest of the puzzles they’re gating. It’s funny how that works. Am I liking the game? Yes, yes I am. Do I want it to last longer? No, I want to get it over with as quickly as possible. I guess it’s like gulping your food.

English Country Tune: One-Sided

Replaying the beginning of English Country Tune for comparison purposes seems to have turned into playing the whole game. I only got a bit more than halfway through it when I first played it, and, aided by memories, I’ve already gotten well past that point. In the process, I’ve re-encountered one of the most interesting puzzles I’ve ever seen. Let me describe it.

First, understand that the player avatar in this game is a square, which moves about on the surface of an agglomeration of blocks by flipping end over end. There’s a puzzle set where you’re coated with green paint that plants seeds on contact with special “garden” tiles, causing a sort of abstract bush or something to sprout when you leave the tile, rendering that square impassible. Your goal throughout this set is to paint a bush on every garden tile. In other words, it’s a series of puzzles about covering a set of squares without retracing your path, just like the red trap door puzzles in DROD. The three-dimensionality adds an extra twist or two, but nonetheless, I personally have found this sequence to be by far the easiest part of the game. It is, however, followed by a much trickier set, in which your flippy square has green paint on only one side, so that it alternates between consuming tiles and not consuming tiles. Among other things, this means that you have to take advantage of the corners of blocks to switch your parity.

That’s interesting, but the really interesting puzzle is the first one in the one-sided set. Instead of the normal puzzle interface, the game gives you a simple level editor, and challenges you to create a one-sided-paint puzzle out of nothing but blocks with garden tiles on every exposed face, and then solve it. This is actually pretty tricky to do. Most simple shapes cannot be covered completely with an alternating paintbrush. Presumably the author noticed this in the course of developing the puzzles, and realized that the level design problem he was solving was a pretty good puzzle in its own right, worthy of inclusion in the game. I don’t think I’ve seen this sort of level-design puzzle elsewhere, and it’s something I’d be interested in seeing more of.

I’ve gotten far enough into the game to see one more instance of a puzzle that uses the level editor, but it’s not the same: it asks you to create a shape that interacts with the rules in a particular way, but doesn’t ask you to make a solvable puzzle.

Stephen’s Sausage Roll and English Country Tune

I’ve started replaying English Country Tune for comparison purposes. Taken at a highly abstract level, it really is a lot like Stephen’s Sausage Roll. Both are basically games about pushing things to destinations in a tile-based 3D evironment, with identical controls for navigating and rewinding. The biggest difference is that ECT is more thoroughly 3D: you can move on any surface of the agglomeration of blocks you’re clinging to, and the direction of gravity is highly conditional.

Both games consist of groups of puzzles which unlock other groups of puzzles when completed, but ECT handles this fairly abstractly, through what amounts to a menu, even if it is a strangely-presented one. SSR links its puzzle together much more cleverly. The “menu” you use to select puzzles is an island, which you navigate in exactly the same way as you navigate the puzzles. But that’s not all. Each puzzle consists of an isolated patch of ground, in a particular shape, with grills and so forth, in the middle of a large body of water. The island is literally composed of the terrain of all the puzzles, pieced together like a jigsaw.

ECT has a weird and unsettling atmosphere. Despite the name, its music consists largely of ambient organ chords with a lot of tension in them. Everything in the puzzles is sharply geometric, but artificial dust motes drift around, creating a sense of decay. Restarting a puzzle briefly makes a cloud of black pixels swarm around you like flies. Things that look innocently abstract have unsettling names: the first puzzle asks you to move a ball to a goal spot, but it refers to the ball as a “larva” and the goal as an “incubation chamber”. Some later puzzles involve a cube that projects light beams. This is called a “whale”. It’s all very alien.

I’ve noted feeling a sense of menace in SSR, but it’s a great deal more restrained about it, which might make it worse. Sausages are a singularly fraught thing to base a game around, being both phallic symbols and meat products. There are plaques that mention how there used to be a great civilization on the island, and my first thought on learning that was “What happened to them? Were they made into sausages?” But the game has so far refused to address such fancies, staying firmly in a straight-faced realm of childish tinkly music and sloppily pixeled building blocks. “What? It’s just sausages”, it seems to say.

Now, I’m only up to the third set of puzzles in SSR. But so far, the puzzles as a whole have had a greater cohesion than ECT. ECT is essentially based around an interface for moving around on the surface of a solid made of cubes, and the various puzzle sets explore different mechanisms for exploiting that: one world for pushing larvae into incubation chambers, one for whales, another for planting seeds on every face of the surface, etc. In short, new sections change the rules. SSR hasn’t had to do that so far. Some of the rules are latent at first — for example, you can’t pierce a sausage with your fork until you you have something to push against. But the actual mechanics don’t seem to change at all. All that changes is what the puzzles make it possible to exploit. The third set of puzzles has a focus on stacking sausages on top of each other, and on walking on top of sausages, which can cause them to roll backwards. This is stuff that was introduced in the second set of puzzles, but not used to anywhere near the same degree. I’ve noticed that under certain unusual circumstances, it’s possible for me to lose my fork. I expect that I’ll eventually hit a set of levels that requires me to do this deliberately.

Stephen’s Sausage Roll

OK, yes, I’ve taken the bait. My impression from pre-release screenshots and the like was that Stephen’s Sausage Roll was going to be just another entry in the burgeoning genre of little Puzzlescript-like puzzle games — a genre that the author is no stranger to, as he’s the creator of Puzzlescript. (SSR even uses the same hotkeys!) But the price point seemed awfully high for that. So I asked around, and found out about its testimonials, and now I’ve bought the thing. I suppose you could accuse me of falling prey to the bottled water fallacy, of valuing it more simply because it’s more expensive. But I kind of want there to be more of a market for premium puzzle games, so I’m doing my part to support that.

Also, I did quite like the previous commercial release by the same author, English Country Tune, even if I never completed it. That one got very difficult.

SSR pretty much starts out that way. There are no “beginner” levels that indirectly tutorialize the mechanics; you’re just thrown into the deep end (he says, not yet knowing how deep the real deep end is). There’s a plaque near your initial position that describes the controls, but it seems like something of a joke, because you need to use the controls it describes to reach it. The first few levels are small, but that means they’re cramped, and it’s difficult to make a single move without nudging a sausage into the abyss. Making any progress at all requires multiple non-obvious realizations about basic movement.

The basic mechanics: Your goal on each level is to cook a group of very large sausages by pushing them onto grills, Sokoban-style. (This is not explained explicitly in the game, but once you see what a grill tile does to a sausage, it’s pretty obvious what you’re meant to do.) Sausages are two tiles in size, and both tiles must be cooked. Furthermore, each sausage-tile must be cooked on both sides: pushing a sausage latitudinally rolls it over. Many block-pushing games make a point of removing blocks that have reached their final destination or otherwise been fully processed. That does not happen here, and cooked sausages can become serious obstacles, because pushing a cooked side onto a grill burns it and loses the level, although just leaving a sausage on a grill does not burn it. You have a fork permanently fixed to your front, which can be useful for poking sausages off grills (which are impassible), but which is always in danger of delivering pushes you don’t want. The way it swings as you turn reminds me a little of DROD, even though it controls completely differently. After cooking all the sausages, you have to return to your starting point. I’ve seen one level so far that makes that the hard part, by making it so that the obvious way to cook the sausages leaves them in positions that you can’t get past without smacking them with your fork and burning them.

And that’s about all I have to say for now, because I haven’t yet gotten far enough in to make grand pronouncements about what it all means. Hopefully I’ll be able to make enough progress to say more in my next post, but the prospect feels daunting and even a little menacing right now.