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woahbust

17
Posts
1
Following
A member registered Jan 09, 2023

Recent community posts

you can use ctrl + q and ctrl + e to skip forward and backwards through the levels, but solutions aren't saved so if you want to keep one you'll just have to memorize it or take a screenshot

got bored and decided to make symmetrical solutions to some of the levels, i think they look satisfying


spoilers below (again)








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found a more optimal level 20 with a slightly different strategy inspired by @DokterKai's solution below


(5 edits)

here is a list of my lowest tracks score for every level. scores marked with an asterisk require straight-turn pieces and their unique behavior (which i view as legitimate, cool tech if not a little quirky). some of the solutions are theoretically possible, meaning the solutions would be legitimate if not for the pieces being impossible to place in game (you can't create a turn facing the edge of the screen, for example, which seems more like an oversight than an intentional decision)

edit: it is no longer possible to destroy carriages on misaligned tracks, so level 19 requires more tracks


1 - 1
2 - 7
3 - 2
4 - 4
5 - 7
6 - 1
7 - 9
8 - 8
9 - 8
10 - 6
11 - 12
12 - 14
13 - 8*
14 - 10
15 - 12* (theoretically)
16 - 12* (theoretically 12)
17 - 7
18 - 14*
19 - 26* (theoretically)
20 - 13*

spoilers below







.

found a (potentially) (theoretically) optimal solution that is impossible to do in game because you cannot create turns that lead off of the screen. the impossible rail has been masterfully edited onto this image in red

(4 edits)

i think the "jank" straight-turns adds a lot of character and makes solving for minimum rails really interesting, please don't patch it out! 

the only thing i wouldn't mind being changed is that carriages crash whenever they go over straight rails perpendicular to their facing direction, don't know whether that's intentional but it allows for cheese in 2 of the carriage levels

oh, and you can't form turns that would go off the edge of the screen because your cursor isn't detected out there, which might actually be useful!

(3 edits)

super fun and interesting! i'd play a full game of this

here are a couple interesting solutions i found for some of the levels



SPOILERS BELOW!





.

i found a way to end with the button permanently pressed on this one by killing a train against the box


here are some minimal solutions (found better solution, check reply)


if my math is right i think the maximum should theoretically be 423 by taking robbery last

[
5 (starting money) +
7 (beating with all 6 universes and bonus dollar) +
8 (beating with all 7 universes and bonus dollar) +
18 (9 i'm being robbed opportunities * .25 * 8 universes) +
9 (beating with all 8 universes and bonus dollar)
]
* 9 universes = 423

if you can even survive 2 baby fights and 20 rounds of shopkeeper without buying anything or dying in any universe, which, assuming perfect luck, is possible:

baby 1 can be survived at full health in all universes by getting only 1 damage spits and using shield every round + dealing damage

baby 2 will always deal 7 damage to a universe at the end of turn 2, so the best strategy is to maximize dealing damage with uppercut and tutorial sword to kill it before then, at the cost of taking 1 spit damage to every universe.

shopkeeper does 3 damage at the end every odd turn meaning if you shield every turn and use your excess energy to either deal damage or heal you can survive 20 turns with a little wiggle room and deal damage to win in every universe at once instead of tying.

let me know if you can think of a better strategy

(2 edits)

high tutorial score with the strategy of robbing shopkeeper immediately and savescumming to get good luck for the other fights

1st floor - $10 bill, garbage collector, nubby, and energy waster
after - dagger, duplicate deck, recycle, swift hooves
5th floor - robbery and collect money from then on

high score of 925.82 with 14 x 66.13 with early energy waster + recycle + damage dealers + late energy saver

i meant cryptid* but they did end up implementing that its only in the coolmathgames version though

(1 edit)

there is no rng to determine which hallways are open in newly entered rooms

(spoiler) vf vg cbffvoyr gb trg obgu pngf ba gur gryrcbeg naq gur jbezubyr ng gur raq ng gur fnzr gvzr? vg frrzf fb pybfr ohg oneryl abg qbnoyr

this zip included in part 1 is a standalone old part 2 version

welp got 100% :D

do you think you could upload the most recent version standalone for pc? part 1 has a download for an old version of 2 which seems out of place :p

I've been playing on that old version and i wish i could transfer saves so i could use the cryptic tracker since i don't know where the rest are at 25