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The opening concept reminds me of Cogito[1], an old Apple IIgs game where all the controls were a lie. There's a 9x9 grid of black/white stones, and you have t
by ken 9y ago
The opening concept reminds me of Cogito[1], an old Apple IIgs game where all the controls were a lie.
There's a 9x9 grid of black/white stones, and you have to make it look like a target pattern by sliding the rows/columns. In level 1, the controls work just like you would expect. In higher levels, the controls are always consistent within the level, but they're not predictable. Clicking the button to slide the top row to the right, for example, might instead move the 4th column down by 2 spaces. Of course, there's no undo, and clicking the button to slide the top row left probably does not move the 4th column up by 2 spaces. I'm not sure if you were even guaranteed that every control had an inverse.
I think in one of their later trailers/demos they admitted that it was just "too hard". It didn't really have a gradual tutorial system like this webpage suggests, though.
[1]: https://www.brutaldeluxe.fr/products/apple2gs/cogito.html https://www.brutaldeluxe.fr/products/apple2gs/cogito.html