Hello. I uploaded a test level http://mekoramaforum.com/media/albums/bugs.560/ where I considered it as a bug or is it maybe a feature? It is not possible to stop B guy under any of the roofs, when they are 2 block high. B guy does not have an "eye" on top, but it happens also when it is there. When You move the moving roof a little bit up, then it is possible.
It seems to be a feature. It's used a lot in the original levels. I think it's supposed to help B through doorways and whatnot. It's commonly known as the claustrophobia effect. And you can stop B under the roof by clicking in an inaccessible spot for an X. He will stop after that.
B is not claustrophobic, when you consider the small and tight spaces he squeezes through, and all those tunnels… No, he's not claustrophobic. B is, very simply, afraid of the dark. (He probably sleeps with a nightlight when the app is closed)
I just noticed the second part too: if there is no exit (at the time of the tap) then he will go only to the spot tapped. Question: if there are multiple possible exits (such as in @zolv 's test level), then how is the exit chosen?
In case of multiple possible exits...it chooses the exit based on inertia of motion...it chooses a block in the south of the tapped block....and if it is standing on the south block it always chooses the north block...however if the movement to south is blocked...B stops under the roof
Nope. Doesn't cover all cases. There are some patterns at times, but I found that changing the orientation of the design layout changes the behaviour. Obviously, obstacles under the ceiling also change things as does where one taps under the ceiling. Good luck. I'm going to bed.
Now see the post guys.....I guess now I am correct.....I observed a plethora of cases and every time the pattern proved to be correct
And yes one more thing.... B is not claustrophobic if the height of the roof is made 2 blocks after the autopilot begins
I did a few levels utilizing this idea to force B to take a longer path. Choosing a destination block will have B calculate the shortest path which can have hazards, while the longer path avoids them. Here's three which use the idea. Spoiler Spoiler Spoiler Eventually I decided that players are unlikely to remember the claustrophobia behavior, and will likely just abandon a level that doesn't feature more obvious visual mechanisms which indicate a puzzle. More videogame visuals hold attention better than logic.
@explorer I agree that players do tend to enjoy more obvious level designs -- there's apparently a preference among us for straightforward (fun) levels (which can usually get 6~10 ratings) over convoluted (frustrating) levels (which seldom get more than 5). But never underestimate our community! @retrograde has been making many popular, yet really cryptic levels (check out his Witch House , which utilizes the same behavior ). So don't worry if a design is too tricky -- just share it and let the players decide