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Description
Crumbly blocks/one way platforms/gates: As a reaction to losing weight they had, the tile is destroyed. A classic puzzle game staple, just surprised I never thought of it before.
Conveyor belt/wind generalisation: Conveyor belts shift things weighing them down, wind shifts things in their tile. They all act simultaneously on snakes/crates after all consequences of the player's turn have resolved. If more than one source tries to move a snake/crate, add up all the movements as X,Y. If X or Y has a higher magnitude, that's the one tile it tries to move. Else, it doesn't move. If two snakes/crates would intersect due to moving simultaneously, instead neither moves (5 Step Steve rule). There's probably still some non simultaneous behaviour (e.g. involving portals and one snake falling onto another or not), so resolve such situations by having each actor move one by one in internal actor order.
Petrify/unpetrify token: A snake intersecting a petrify token turns to stone and can't change its shape or move. A petrified snake intersecting an unpetrify token unpetrifies.
Mimic token: A snake/crate intersecting a mimic token mimics the valid inputs of the active snake, attempting them if the active snake successfully moved. (Can also be an inherent property of a snake/crate).
Wings token: A snake/crate intersecting a wings token ignores gravity. (Can also be an inherent property of a snake/crate).
Propellor token: A snake/crate intersecting a wings token ignores gravity for the first turn after leaving solid ground. (Can also be an inherent property of a snake/crate).
Invulnerability token: A snake/crate intersecting a wings token can't be damaged. (Can also be an inherent property of a snake/crate).