Oscillator Panic by tjm
You are trapped in a dark maze of cycling automata! Use your wits to escape from its baleful but conveniently predictable guardians, or be imprisoned forever in endless cycles of eternity!
Tools used:
- PuzzleScript (https://www.puzzlescript.net/)

Update 15/10/2020:
I've made a post-compo update version with some minor fixes. If you're rating the game please test with the original submission version!
Ratings
| Overall | 124th | 3.774⭐ | 33🧑⚖️ |
| Fun | 133th | 3.71⭐ | 33🧑⚖️ |
| Innovation | 63th | 3.952⭐ | 33🧑⚖️ |
| Theme | 346th | 3.5⭐ | 33🧑⚖️ |
| Graphics | 138th | 3.839⭐ | 33🧑⚖️ |
| Audio | 376th | 2.855⭐ | 33🧑⚖️ |
| Mood | 195th | 3.435⭐ | 33🧑⚖️ |
| Given | 111🗳️ | 36🗨️ |
I wish I had come up with something using cellular automaton like this game does!
I also like the idea to try different routes and define which one works best. Potential replaybility.
Thanks for playing my game! Try the Web5GL version again or download the Win EXE.
This is a rather likeable puzzle game. Personally to me, it was difficult to remember / predict where the colony would spread next, so I utilized undo-based trial-and-error a lot, but it was still enjoyable to proceed through levels. I think there is a lot of potential with those black/red balls you introduce at the end.
Nitpick: It seems like you record keypresses even after death, so clicking Z tries to revert them before actually unkilling the character - not quite a bug, but a bit annoying nonetheless.
P.S. I learnt that Conway died from your dedication :(
A minor bug: even after you reset the level, you can still use the undo function to get to previous states.
One thing that struck me was that I was kind of brute-forcing my way through the levels. That's probably because I'm really bad at planning (which is also why I suck at Chess). I wonder how it would feel if you showed some indicators of where the growth will be next round(s), although that would probably fundamentally alter the difficulty of the game.
Man, this idea is inspiring. I sort of want to try and make an XCOM-like based on cellular slime growth now :laughing:
I was concerned that the Life ruleset would be too complex for players to predict, but I'm glad that people still seem to be getting enjoyment out of the game even when trial-and-error is required. I do wonder if a less chaotic ruleset that still supports oscillators might work better, though that loses the benefits of familiarity that many people have with Conway's Life.
@udo Showing a "warning" on cells about to grow is actually a really good idea, thanks for suggesting it! I would have to try it and see how it feels, but it does seem like it would reduce the time spent in "try moving, oops, undo" cycles without hurting the (occasional) forward planning aspects of the levels, which I think would be a big improvement.
The "undo" feature is actually built into PuzzleScript's engine so I can't take any credit or blame for that part (though I should still be able to fix the bug @eldar called out?). I will, however, defend to the death their decision to have "undo" undo "reset". If anything it's a bug that pressing undo can't take you back to previous levels! :smile:
It's very hard to predict patterns but you helped us with a undo button so the fun is not spoiled.
I didn't manage to go beyond level 4, I'm curious if players will start to see moving patterns (Spaceships).
Overall, amazing work!
I agree with the other comment that a preview of the next state would help a lot, but I don't know how hard it'll be to do it in Puzzlescript.
* **Cells now show when they are about to grow.**
* **Can no longer store extra "undo" steps after death.**
* Use community patches for level select and smooth scrolling.
* Improved full screen support.
* Closed off some ways to get out of bounds in the final level.
* Fix certain objects being destroyed when you moved into them on certain tiles.
* Improve logic for when simulation audio plays.
* Torches now flicker forebodingly.
As always, if you're rating please use the original compo version.
To everyone who has played the game so far, thank you very much for your support!
I like how you renew the gameplay by adding mechanics but not too much.
However, in the end I wasn't really thinking but I was more in a logic of "I test, if it doesn't work I come back, I test, if it still doesn't work I come back again before, I test", etc.
So in the end I wasn't really thinking, I was more like a iteration robot, so my experience wasn't very intense. But it was still pleasant!
I liked especially the last level and the end ;)
Thanks a lot for this clean game !
PS : need a nice little music... something that plays notes every time you move ?
I had a little idea that I wanted to show you (with a music chosen randomly in the OpenMPT examples) : basically every time you move, whether it's forward or backward, it moves step by step in the music, and when you finish a level it plays the music at normal speed for a few seconds, as a kind of musical reward.
I made a little video to show you: https://streamable.com/0oxcgw
Maybe it will give you some ideas! :laughing:
Thanks again! :pray:
@ltyrosine The last level actually does explore that idea, yes! If you're interested in checking it out the post-compo build will now let you skip ahead to later levels.
Very nice, I am a sucker for games/programs with these life-like cells, living inside a loop of their rules. Graphics is enjoyable as well.
It's cool that you implemented undo button, and managed to make all these levels.
What is interesting in particular is that most of first 10 levels seemed like they are beyond my intelligence level, but then giving it a few more tries I managed to pass them, and even understand how I did it, congrats on that. But the Pulsating Mass is where I had to give up. I did try manually selecting last level though, what a ride.
Still, a very creative fusion, enjoyed playing it despite not doing very well.